2. ๏ฝ The computer and video game industry is one
of the fastest growing sectors of the
entertainment industry in the United States.
3. ๏ฝ Considered by some as a curiosity in the
mid-1970s, the computer and video game
industries have grown from focused markets
to mainstream. They took in about US$9.5
billion in the US in 2007, 11.7 billion in
2008, 25.1 billion in 2010, and 67 billion in
2011 (ESA annual report).
4. ๏ฝ Global game market revenue: $65 billion in 2011
๏ฝ Retail software revenue: $29.5 billion in 2011
๏ฝ Online revenue (including digital
delivery, subscriptions, Facebook games): $18 billion
in 2011
๏ฝ 72% of American households play computer or video
games
๏ฝ Age of the average gamer: 37 years old and has been
playing for 12 years.
5. ๏ฝ The age of the average game purchaser is 41.
๏ฝ 82% of gamers are 18 years of age or older.
๏ฝ 42% of gamers are women
๏ฝ Adult women gamers (37%) now outnumber male
gamers age 17 or younger (13%)
๏ฝ 29% of gamers are over the age of 50 (an
increase from 9% in 1999)
6.
7. ๏ฝ Import duty on games in disc format is
2.7%, this could be the reason for an increase
in download sales.
๏ฝ The average salary for an American in the
main stream game industry is $81,000.
8. ๏ฝ Games programming: $92,962
๏ฝ Art and Animation: $75,780
๏ฝ Game Design: $ 73,386
๏ฝ Production: $88,544
๏ฝ Audio: $83,182
๏ฝ Quality Assurance: $47,910
๏ฝ Business and legal: $102,160
9. Their Top 10 Game Companies
1: Square Enix(final fantasy) Final Fantasy 12
2: LucasArts(star wars) Battlefront 2
3: Bungie(Halo) Halo 3
4: Capcom(Resident Evil) Resident Evil 4
5: Harmonix(rockband) Rockband
6: Activision(guitar hero) Guitar hero 3: Legends of Rock
7: Microsoft(age of empires) Age of Empires 3
8: Nintendo(Brawl) Brawl
9: Naughty Dog Jak 3
10: Aeries Games Dream of Mirrior
11. ๏ฝ The real annual growth rate was 10.6% for the period of 2005-
2009 (compare with the real growth for the U.S. economy as a
whole at 1.4% for 2005-09). The video game industry employs
120,000 directly and indirectly and experienced an employment
growth rate of 8.6% between 2005 and 2009. Important
subsectors include: software, hardware, and accessories.
Consumers spent a total of $25.1 billion on the three combined
in 2010.Recent trends in who and how games are played have
been revolutionizing the industry. Four recent trends that
present great opportunities:
๏ฝ Mobile gaming: 55% of games play on mobile and handheld
devices
๏ฝ Growing older gamer market: 29% of gamers are over the age of
50 (an increase from 9% in 1999)
๏ฝ Changing gender demographics: women over 18 years of age are
one of the industryโs fastest growing demographics
๏ฝ Internet Based Gaming: 19% of gamers pay to play online