The document provides an overview and summary of key findings from the 2013 Essential Facts About the Computer and Video Game Industry report published by the Entertainment Software Association (ESA). Some of the key findings include: the average US household owns a game console, PC or smartphone and has 2 gamers; the top-selling game genres in 2012 were action, shooter, and sports games; and total consumer spending on the games industry in 2012 was $20.77 billion with digital formats accounting for 40% of sales.
Amanda Lenhart conducted a brownbag lunch for Federal Trade Commission Staff in May 2009. The presentation covers Pew Internet teens and mobile phone use from 2004-2008 as well data on youth and gaming from early 2008.
Amanda Lenhart's presentation to the Game Developers Conference in San Francisco on Friday, March 27 2009. The talk covers demographic data on teen and adult gamers and data on the games teens play, parents and their attitudes and behaviors towards games as well as the potential for games to teach teens about citizenship and civic engagement.
Amanda Lenhart conducted a brownbag lunch for Federal Trade Commission Staff in May 2009. The presentation covers Pew Internet teens and mobile phone use from 2004-2008 as well data on youth and gaming from early 2008.
Amanda Lenhart's presentation to the Game Developers Conference in San Francisco on Friday, March 27 2009. The talk covers demographic data on teen and adult gamers and data on the games teens play, parents and their attitudes and behaviors towards games as well as the potential for games to teach teens about citizenship and civic engagement.
OMD China has launched the fourth edition of its ongoing research series, Rhythm, with the latest report entitled Gamers. The study provides marketers with an in-depth understanding of online gamers in the People’s Republic of China, as well as examines the effectiveness of in-game advertising.
In recent years, online games have become a mainstream form of entertainment across all ages, especially those played on mobile phones. Research reveals that there are 626 million online gamers in China, resulting in an increasing number of brands exploring the potential of this medium. While most brand promotion is currently either through in-game advertising or content sponsorships, there is still much to uncover about gamer behaviours and the effectiveness of advertising to this audience.
Why gender diversity is so important in gaming? Data is showing that share of women among mobile players and payers is very high, although still lion's part of games are designed thinking about males.
This white paper, brought to you by Newzoo and B2B networking event Esports BAR, aims to help brands understand the esports audiences in North and Latin America, where a one-size-fits-all strategy would fail to cater to the diversity of the area.
Acquisition and transferability of 21st Century skills from an onlline virtual gaming environment. This is the longer, interactive version of the one-hour talk given in November. This version was presented as a pre-conference workshop at Arizona Library Assoc, Dec 7, 2009.
The Business of Family-Friendly Mobile Gaming | Brian LovellJessica Tams
Delivered at Casual Connect Europe 2019. This talk will provide a rapid-fire overview of the future of the mobile gaming industry and the potential impact “always on” gaming has on young gamers. We will discuss the balance between ethics, responsibility and making money; the influence of influencers; how governments are beginning to play a bigger role; and what this all means for game developers (content opportunities).
Creating an MSO: Viral Emotions and the Keys to Social Play GDC09 100n032609Nicole Lazzaro
How to use emotion to create an MSO (Massively Social Online game) by using social emotions to drive the viral distribution of games.
Slides from my presentation at GDC 2009
Who plays mobile games? What do we know about mobile players?GameCamp
Who plays mobile gaming? Insights about mobile gamers and players. What gaming segments can we differentiate among mobile players and mobile payers? Who is paying in games and what is the motivation to pay or not to pay?
OMD China has launched the fourth edition of its ongoing research series, Rhythm, with the latest report entitled Gamers. The study provides marketers with an in-depth understanding of online gamers in the People’s Republic of China, as well as examines the effectiveness of in-game advertising.
In recent years, online games have become a mainstream form of entertainment across all ages, especially those played on mobile phones. Research reveals that there are 626 million online gamers in China, resulting in an increasing number of brands exploring the potential of this medium. While most brand promotion is currently either through in-game advertising or content sponsorships, there is still much to uncover about gamer behaviours and the effectiveness of advertising to this audience.
Why gender diversity is so important in gaming? Data is showing that share of women among mobile players and payers is very high, although still lion's part of games are designed thinking about males.
This white paper, brought to you by Newzoo and B2B networking event Esports BAR, aims to help brands understand the esports audiences in North and Latin America, where a one-size-fits-all strategy would fail to cater to the diversity of the area.
Acquisition and transferability of 21st Century skills from an onlline virtual gaming environment. This is the longer, interactive version of the one-hour talk given in November. This version was presented as a pre-conference workshop at Arizona Library Assoc, Dec 7, 2009.
The Business of Family-Friendly Mobile Gaming | Brian LovellJessica Tams
Delivered at Casual Connect Europe 2019. This talk will provide a rapid-fire overview of the future of the mobile gaming industry and the potential impact “always on” gaming has on young gamers. We will discuss the balance between ethics, responsibility and making money; the influence of influencers; how governments are beginning to play a bigger role; and what this all means for game developers (content opportunities).
Creating an MSO: Viral Emotions and the Keys to Social Play GDC09 100n032609Nicole Lazzaro
How to use emotion to create an MSO (Massively Social Online game) by using social emotions to drive the viral distribution of games.
Slides from my presentation at GDC 2009
Who plays mobile games? What do we know about mobile players?GameCamp
Who plays mobile gaming? Insights about mobile gamers and players. What gaming segments can we differentiate among mobile players and mobile payers? Who is paying in games and what is the motivation to pay or not to pay?
Understanding Tomorrow’s Gamers, Today! – A Detailed Analysis of European Gam...Jessica Tams
Delivered at Casual Connect Europe 2016
In just a few years, today's gamer kids will become the core audience of our industry. Hence understanding their gaming behavior and attitudes is key for game developers and publishers. In this presentation, Michael will present data and insights from GameByte™ Kids, Interpret's syndicated research product, which surveyed kids in 10 key gaming markets, including the US, UK, France, Germany, Australia, Brazil, Russia, China, South Korea, and Japan. He will focus on comparing kids from the three European countries to their American peers, highlighting both commonalities and interesting differences and nuances. Key topics covered in his presentation will include kids gaming timeshare, walletshare, and mindshare, top game titles across multiple platforms, mobile gaming motivations and behaviors including spending habits and parent-kid interaction, and insights on Minecraft.
Everyone Wins! How Games Can Improve Learning Outcomes Across Multiple Genera...Aggregage
Nearly 70% of American adults play video games. Why? Because games provide a fun, motivational, and risk-free medium to compete, collaborate, and conquer. More and more instructional designers are asking what games they should use to increase the effectiveness of their training and to engage their target audience. Today there are five distinct generations (Traditionalists, Baby Boomers, Gen X, Millennials, and Gen Z) in the workforce. In this webinar, Stephen Baer, Chief Creative Officer at The Game Agency, will discuss each generation’s unique learning styles and identify game types that appeal to each one and improve your learning outcomes.
In this webinar, you will learn:
• How different generations respond to varying styles of learning
• Best practices in applying demographic knowledge to get the most out of eLearning gamification
• How to align your performance objectives with the right game and/or gamification solution
Who is Gaming in India and Why: Demystifying the Video Game LandscapeZatun
Mr. Abhinav Chokhavatia shares his presentation on who is gaming in India and why at the Global Youth Marketing Forum 2012 (GMYK) in Mumbai.
http://zatun.com
http://zatungames.com
As a final project in my Principals of Marketing class, we were tasked with developing a marketing plan for an existing company. I chose Nintendo video games.
Extended presentation offered to help promote video games in library/academic settings. Topics of the presentation include Rise of Video Games, Where video games are played, demographic of gamers, myths & facts with video games, educational aspects of video games, how to host a party/tournament, and advice on building a collection.
viewers are welcome to refer to this presentation but are asked to ask permission before use.
Experience the thrill of Progressive Puzzle Adventures, like Scavenger Hunt Games and Escape Room Activities combined Solve Treasure Hunt Puzzles online.
Hollywood Actress - The 250 hottest galleryZsolt Nemeth
Hollywood Actress amazon album eminent worldwide media, female-singer, actresses, alhletina-woman, 250 collection.
Highest and photoreal-print exclusive testament PC collage.
Focused television virtuality crime, novel.
The sheer afterlife of the work is activism-like hollywood-actresses point com.
173 Illustrate, 250 gallery, 154 blog, 120 TV serie logo, 17 TV president logo, 183 active hyperlink.
HD AI face enhancement 384 page plus Bowker ISBN, Congress LLCL or US Copyright.
Meet Dinah Mattingly – Larry Bird’s Partner in Life and Loveget joys
Get an intimate look at Dinah Mattingly’s life alongside NBA icon Larry Bird. From their humble beginnings to their life today, discover the love and partnership that have defined their relationship.
At Digidev, we are working to be the leader in interactive streaming platforms of choice by smart device users worldwide.
Our goal is to become the ultimate distribution service of entertainment content. The Digidev application will offer the next generation television highway for users to discover and engage in a variety of content. While also providing a fresh and
innovative approach towards advertainment with vast revenue opportunities. Designed and developed by Joe Q. Bretz
Young Tom Selleck: A Journey Through His Early Years and Rise to Stardomgreendigital
Introduction
When one thinks of Hollywood legends, Tom Selleck is a name that comes to mind. Known for his charming smile, rugged good looks. and the iconic mustache that has become synonymous with his persona. Tom Selleck has had a prolific career spanning decades. But, the journey of young Tom Selleck, from his early years to becoming a household name. is a story filled with determination, talent, and a touch of luck. This article delves into young Tom Selleck's life, background, early struggles. and pivotal moments that led to his rise in Hollywood.
Follow us on: Pinterest
Early Life and Background
Family Roots and Childhood
Thomas William Selleck was born in Detroit, Michigan, on January 29, 1945. He was the second of four children in a close-knit family. His father, Robert Dean Selleck, was a real estate investor and executive. while his mother, Martha Selleck, was a homemaker. The Selleck family relocated to Sherman Oaks, California. when Tom was a child, setting the stage for his future in the entertainment industry.
Education and Early Interests
Growing up, young Tom Selleck was an active and athletic child. He attended Grant High School in Van Nuys, California. where he excelled in sports, particularly basketball. His tall and athletic build made him a standout player, and he earned a basketball scholarship to the University of Southern California (U.S.C.). While at U.S.C., Selleck studied business administration. but his interests shifted toward acting.
Discovery of Acting Passion
Tom Selleck's journey into acting was serendipitous. During his time at U.S.C., a drama coach encouraged him to try acting. This nudge led him to join the Hills Playhouse, where he began honing his craft. Transitioning from an aspiring athlete to an actor took time. but young Tom Selleck became drawn to the performance world.
Early Career Struggles
Breaking Into the Industry
The path to stardom was a challenging one for young Tom Selleck. Like many aspiring actors, he faced many rejections and struggled to find steady work. A series of minor roles and guest appearances on television shows marked his early career. In 1965, he debuted on the syndicated show "The Dating Game." which gave him some exposure but did not lead to immediate success.
The Commercial Breakthrough
During the late 1960s and early 1970s, Selleck began appearing in television commercials. His rugged good looks and charismatic presence made him a popular brand choice. He starred in advertisements for Pepsi-Cola, Revlon, and Close-Up toothpaste. These commercials provided financial stability and helped him gain visibility in the industry.
Struggling Actor in Hollywood
Despite his success in commercials. breaking into large acting roles remained a challenge for young Tom Selleck. He auditioned and took on small parts in T.V. shows and movies. Some of his early television appearances included roles in popular series like Lancer, The F.B.I., and Bracken's World. But, it would take a
From the Editor's Desk: 115th Father's day Celebration - When we see Father's day in Hindu context, Nanda Baba is the most vivid figure which comes to the mind. Nanda Baba who was the foster father of Lord Krishna is known to provide love, care and affection to Lord Krishna and Balarama along with his wife Yashoda; Letter’s to the Editor: Mother's Day - Mother is a precious life for their children. Mother is life breath for her children. Mother's lap is the world happiness whose debt can never be paid.
Matt Rife Cancels Shows Due to Health Concerns, Reschedules Tour Dates.pdfAzura Everhart
Matt Rife's comedy tour took an unexpected turn. He had to cancel his Bloomington show due to a last-minute medical emergency. Fans in Chicago will also have to wait a bit longer for their laughs, as his shows there are postponed. Rife apologized and assured fans he'd be back on stage soon.
https://www.theurbancrews.com/celeb/matt-rife-cancels-bloomington-show/
Tom Selleck Net Worth: A Comprehensive Analysisgreendigital
Over several decades, Tom Selleck, a name synonymous with charisma. From his iconic role as Thomas Magnum in the television series "Magnum, P.I." to his enduring presence in "Blue Bloods," Selleck has captivated audiences with his versatility and charm. As a result, "Tom Selleck net worth" has become a topic of great interest among fans. and financial enthusiasts alike. This article delves deep into Tom Selleck's wealth, exploring his career, assets, endorsements. and business ventures that contribute to his impressive economic standing.
Follow us on: Pinterest
Early Life and Career Beginnings
The Foundation of Tom Selleck's Wealth
Born on January 29, 1945, in Detroit, Michigan, Tom Selleck grew up in Sherman Oaks, California. His journey towards building a large net worth began with humble origins. , Selleck pursued a business administration degree at the University of Southern California (USC) on a basketball scholarship. But, his interest shifted towards acting. leading him to study at the Hills Playhouse under Milton Katselas.
Minor roles in television and films marked Selleck's early career. He appeared in commercials and took on small parts in T.V. series such as "The Dating Game" and "Lancer." These initial steps, although modest. laid the groundwork for his future success and the growth of Tom Selleck net worth. Breakthrough with "Magnum, P.I."
The Role that Defined Tom Selleck's Career
Tom Selleck's breakthrough came with the role of Thomas Magnum in the CBS television series "Magnum, P.I." (1980-1988). This role made him a household name and boosted his net worth. The series' popularity resulted in Selleck earning large salaries. leading to financial stability and increased recognition in Hollywood.
"Magnum P.I." garnered high ratings and critical acclaim during its run. Selleck's portrayal of the charming and resourceful private investigator resonated with audiences. making him one of the most beloved television actors of the 1980s. The success of "Magnum P.I." played a pivotal role in shaping Tom Selleck net worth, establishing him as a major star.
Film Career and Diversification
Expanding Tom Selleck's Financial Portfolio
While "Magnum, P.I." was a cornerstone of Selleck's career, he did not limit himself to television. He ventured into films, further enhancing Tom Selleck net worth. His filmography includes notable movies such as "Three Men and a Baby" (1987). which became the highest-grossing film of the year, and its sequel, "Three Men and a Little Lady" (1990). These box office successes contributed to his wealth.
Selleck's versatility allowed him to transition between genres. from comedies like "Mr. Baseball" (1992) to westerns such as "Quigley Down Under" (1990). This diversification showcased his acting range. and provided many income streams, reinforcing Tom Selleck net worth.
Television Resurgence with "Blue Bloods"
Sustaining Wealth through Consistent Success
In 2010, Tom Selleck began starring as Frank Reagan i
Scandal! Teasers June 2024 on etv Forum.co.zaIsaac More
Monday, 3 June 2024
Episode 47
A friend is compelled to expose a manipulative scheme to prevent another from making a grave mistake. In a frantic bid to save Jojo, Phakamile agrees to a meeting that unbeknownst to her, will seal her fate.
Tuesday, 4 June 2024
Episode 48
A mother, with her son's best interests at heart, finds him unready to heed her advice. Motshabi finds herself in an unmanageable situation, sinking fast like in quicksand.
Wednesday, 5 June 2024
Episode 49
A woman fabricates a diabolical lie to cover up an indiscretion. Overwhelmed by guilt, she makes a spontaneous confession that could be devastating to another heart.
Thursday, 6 June 2024
Episode 50
Linda unwittingly discloses damning information. Nhlamulo and Vuvu try to guide their friend towards the right decision.
Friday, 7 June 2024
Episode 51
Jojo's life continues to spiral out of control. Dintle weaves a web of lies to conceal that she is not as successful as everyone believes.
Monday, 10 June 2024
Episode 52
A heated confrontation between lovers leads to a devastating admission of guilt. Dintle's desperation takes a new turn, leaving her with dwindling options.
Tuesday, 11 June 2024
Episode 53
Unable to resort to violence, Taps issues a verbal threat, leaving Mdala unsettled. A sister must explain her life choices to regain her brother's trust.
Wednesday, 12 June 2024
Episode 54
Winnie makes a very troubling discovery. Taps follows through on his threat, leaving a woman reeling. Layla, oblivious to the truth, offers an incentive.
Thursday, 13 June 2024
Episode 55
A nosy relative arrives just in time to thwart a man's fatal decision. Dintle manipulates Khanyi to tug at Mo's heartstrings and get what she wants.
Friday, 14 June 2024
Episode 56
Tlhogi is shocked by Mdala's reaction following the revelation of their indiscretion. Jojo is in disbelief when the punishment for his crime is revealed.
Monday, 17 June 2024
Episode 57
A woman reprimands another to stay in her lane, leading to a damning revelation. A man decides to leave his broken life behind.
Tuesday, 18 June 2024
Episode 58
Nhlamulo learns that due to his actions, his worst fears have come true. Caiphus' extravagant promises to suppliers get him into trouble with Ndu.
Wednesday, 19 June 2024
Episode 59
A woman manages to kill two birds with one stone. Business doom looms over Chillax. A sobering incident makes a woman realize how far she's fallen.
Thursday, 20 June 2024
Episode 60
Taps' offer to help Nhlamulo comes with hidden motives. Caiphus' new ideas for Chillax have MaHilda excited. A blast from the past recognizes Dintle, not for her newfound fame.
Friday, 21 June 2024
Episode 61
Taps is hungry for revenge and finds a rope to hang Mdala with. Chillax's new job opportunity elicits mixed reactions from the public. Roommates' initial meeting starts off on the wrong foot.
Monday, 24 June 2024
Episode 62
Taps seizes new information and recruits someone on the inside. Mary's new job
Modern Radio Frequency Access Control Systems: The Key to Efficiency and SafetyAITIX LLC
Today's fast-paced environment worries companies of all sizes about efficiency and security. Businesses are constantly looking for new and better solutions to solve their problems, whether it's data security or facility access. RFID for access control technologies have revolutionized this.
_7 OTT App Builders to Support the Development of Your Video Applications_.pdfMega P
Due to their ability to produce engaging content more quickly, over-the-top (OTT) app builders have made the process of creating video applications more accessible. The invitation to explore these platforms emphasizes how over-the-top (OTT) applications hold the potential to transform digital entertainment.
240529_Teleprotection Global Market Report 2024.pdfMadhura TBRC
The teleprotection market size has grown
exponentially in recent years. It will grow from
$21.92 billion in 2023 to $28.11 billion in 2024 at a
compound annual growth rate (CAGR) of 28.2%. The
teleprotection market size is expected to see
exponential growth in the next few years. It will grow
to $70.77 billion in 2028 at a compound annual
growth rate (CAGR) of 26.0%.
240529_Teleprotection Global Market Report 2024.pdf
Esa ef 2013
1. [ iii ]
2013SALES, DEMOGRAPHIC AND USAGE DATA
ESSENTIAL
FACTSABOUT THE COMPUTER
AND VIDEO GAME
INDUSTRY
2. [ iv ]
“No other sector has experienced the
same explosive growth as the
computer and video game industry.
Our creative publishers and talented
workforce continue to accelerate
advancement and pioneer new
products that push boundaries and
unlock entertainment experiences.
These innovations in turn drive
enhanced player connectivity, fuel
demand for products, and encourage
the progression of an expanding and
diversified consumer base.”
—Michael D. Gallagher, president and CEO, Entertainment
Software Association
3. [ 1 ]
WHO IS PLAYING
2 Who Plays Computer and Video Games?
3 Who Buys Computer and Video Games?
AT PLAY
4 What Type of Online and Mobile Games are Played Most Often?
4 How Many Gamers Play on a Phone or Wireless Device?
5 How Many Gamers Play Games With Others?
5 How Long Have Gamers Been Playing?
6 Parents and Games
6 Do Parents Control What Their Kids Play?
7 Top Reasons Parents Play With Their Kids
THE BOTTOM LINE
8 What Were the Top-Selling Game Genres in 2012?
9 What Were the Top-Selling Games of 2012?
10 Sales Information: 2002–2012
11 Total Consumer Spend on Games Industry 2012
WHO WE ARE
12 About ESA
12 ESA Members
OTHER RESOURCES
13 ESA Partners
WHAT’S INSIDE
The 2013 Essential Facts About the Computer and Video Game Industry was released by the Entertainment Software
Association (ESA) at E3 2013. The annual research was conducted by Ipsos MediaCT for ESA. The study is the most in-depth
and targeted survey of its kind, gathering data from more than 2,000 nationally representative households.
4. [ 2 ]
WHO IS PLAYING
G A M E R D E M O G R A P H I C S
The average U.S. Household
OWNS AT LEAST ONE
dedicated game console, PC or smartphone
There are an average of
TWO GAMERS
in each game-playing U.S. household
51%of U.S. households own a dedicated game console,
and those that do own an average of 2
58%of Americans play video games
The average age of game players is:
30
32%
36%
32%
32% under 18 years
32% 18-35 years
36% 36+ years
AGEof Game Players
5. [ 3 ]
WHO IS PLAYING
G A M E R D E M O G R A P H I C S
43%of game players believe that computer and video games give them the
most value for their money, compared with DVDs, music or going
out to the movies
WHO BUYS COMPUTER AND VIDEO GAMES?
The average age of the most frequent game purchaser:
35
Some of the top reasons why gamers say they purchase a computer or
video game: quality of game graphics, an interesting storyline, a sequel to a
favorite game, word of mouth
Of the most frequent game purchasers, 54% are male and 46% are female
55% male
45% female
GENDERof Game Players
55%
45%
Women 18 or older represent a significantly greater portion of the
game-playing population (31%) than boys age 17 or younger (19%)
6. [ 4 ]
Other
Persistent
Multi-Player Universe
Casual, Social Games
Action, Sports, Strategy,
Role-Playing
Puzzle, Board Game,
Game Show, Trivia,
Card Games
8%
19%
34%
26%
14%
AT PLAY
H O W W E P L A Y
TYPES OF ONLINE GAMES PLAYED MOST OFTEN:
Other
Persistent Multi-Player
Universe
Casual, Social Games
Action, Sports, Strategy,
Role-Playing
Puzzle, Board Game,
Game Show, Trivia,
Card Games
4%
13%
35%
35%
13%
TYPES OF MOBILE GAMES PLAYED MOST OFTEN:
Gamers play on-the-go: 36%play games on their smartphone,
and 25%play games on their wireless device
U.S. households that own a dedicated game console, PC, smartphone,
dedicated handheld system or wireless device play games:
ON THEIR CONSOLE ON THEIR PC ON THEIR
SMARTPHONE
ON THEIR DEDICATED
HANDHELD SYSTEM
ON THEIR
WIRELESS DEVICE
68% 63%
43% 37% 30%
7. [ 5 ]
62%of gamers play games with others, either in-person or online
AT PLAY
H O W W E P L A Y
77%of gamers who play with others do
so at least one hour per week
32%of gamers play social games
16%
play with
parents
32%
play with other
family members
16%
play with their spouse
or significant other
A majority of gamers play games with their friends and family members:
42%
play with friends
42%
use their console
to watch movies
58%
playing
board games
19%
use their console to
watch TV shows
47%
going to
the movies
44%
watching movies
at home
Gamers who are playing more video games than they did three years ago are spending
less time:
Gamers who own dedicated game consoles use them for other
entertainment media, in addition to playing games:
22%
use their console
to listen to music
49%
watching
TV
The average number of years gamers have been playing video games: 13
Adult gamers have been playing for an average of 15 years;
males average 17 years of game play, females average 13 years
5%
use their console
to watch live content
8. [ 6 ]
AT PLAY
P A R E N T S A N D G A M E S
86%of parents believe that the parental controls available on all new video game
consoles are useful. Further, parents impose time usage limits on video games
more than any other form of entertainment:
79%of parents place time limits on video game playing
78% of parents place time limits on Internet usage
72% of parents place time limits on television viewing
69%of parents place time limits on movie viewing
[ 6 ]
85%of parents are aware
of the ESRB rating system
88%of parents feel the ESRB rating system
is either very or somewhat helpful in
choosing games for their children
DO PARENTS CONTROL WHAT THEIR KIDS PLAY?
93%of parents pay attention to the content of the games their children play
89%of the time parents are present
when games are
purchased or rented
80%of the time children receive
their parents’ permission before
purchasing or renting a game
9. [ 7 ][ 7 ]
TOP ➎ REASONS PARENTS PLAY WITH THEIR KIDS:
➊ It’s fun for the entire family: 85%
➋ Because they’re asked to: 82%
➌ It’s a good opportunity to socialize with their child: 78%
➍ It’s a good opportunity to monitor game content: 57%
➎ They enjoy playing video games as much as their child does: 49%
AT PLAY
P A R E N T S A N D G A M E S
35%of parents play computer and video games
with their children at least weekly
58%of parents play with their
children at least monthly
52%of parents say video games are a positive part of their child’s life
Parents with Children Under 18 See Positive Impact of
Playing Computer and Video Games:
BELIEVE GAME PLAY PROVIDES MENTAL
STIMULATION OR EDUCATION
BELIEVE GAME PLAY HELPS THE
FAMILY SPEND TIME TOGETHER
BELIEVE GAME PLAY HELPS
TO CONNECT WITH FRIENDS
71% 62% 59%
45%
received an E
(Everyone)
rating
22%
received an E10+
(Everyone 10+)
rating
9%
received an M
(Mature) rating
Of the games rated by ESRB in 2012:
24%
received a T
(Teen) rating
10. [ 8 ]
THE BOTTOM LINE
P A R E N T S A N D G A M E S
[ 8 ]
T O P S E L L E R S
Other Games/Compilations
Strategy
Sport Games
Shooter
Role-Playing
Racing
Flight
Fighting
Family Entertainment
Children's Entertainment
Casual
Arcade
Adventure
Action
Strategy 2.3%
Sport Games 15.3%
Shooter 21.2%
Role-Playing 6.5%
Racing 5.8%
1.7% Other Games/Compilations
22.3% Action
8.3% Adventure
0.2% Arcade
3.0% Casual
0.5% Children's Entertainment
8.6% Family Entertainment
3.9% Fighting
0.3% Flight
Other Games/
Compilations 3.2%
Strategy 24.9%
Sport Games 0.4%
Shooter 6.2%
Role-Playing 28%
2.1% Action
7.1% Adventure
26.7% Casual
0.1% Children's Entertainment
0.1% Family Entertainment
0.7% Flight
0.5% Racing
Best-Selling VIDEO GAME Super Genres by Units Sold, 2012
Best-Selling COMPUTER GAME Super Genres by Units Sold, 2012
Source: The NPD Group/Retail Tracking Service
Source: The NPD Group/Retail Tracking Service
“I consider video games a form of design that is amazingly important
today and that is going to become even more important in the future,
because it is a way we interact with machines and screens.”
— Paola Antonelli, senior curator of the Museum of Modern Art’s department
of architecture and design
11. [ 9 ][ 9 ]
Source: The NPD Group/Retail Tracking Service
Source: The NPD Group/Retail Tracking Service
THE BOTTOM LINE
T O P S E L L E R S
TOP 20 SELLING COMPUTER GAMES OF 2012
BY UNITS SOLD
TOP 20 SELLING VIDEO GAMES OF 2012
BY UNITS SOLD
RANK TITLE
1 CALL OF DUTY: BLACK OPS II
2 MADDEN NFL 13
3 HALO 4
4 ASSASSIN’S CREED III
5 JUST DANCE 4
6 NBA 2K13
7 CALL OF DUTY: MODERN WARFARE 3
8 BORDERLANDS 2
9 LEGO BATMAN 2: DC SUPER HEROES
10 FIFA SOCCER 13
11 JUST DANCE 3
12 SKYLANDERS GIANTS
13 MASS EFFECT 3
14 NBA 2K12
15 NCAA FOOTBALL 13
16 NEW SUPER MARIO BROS. 2
17 BATTLEFIELD 3
18 ELDER SCROLLS V: SKYRIM
19 BATMAN: ARKHAM CITY
20 MARIO KART 7
RANK TITLE
1 DIABLO III
2 GUILD WARS 2
3 WORLD OF WARCRAFT: MISTS OF PANDARIA EXPANSION PACK
4 THE SIMS 3
5 STAR WARS: THE OLD REPUBLIC
6 THE SIMS 3: SUPERNATURAL EXPANSION PACK
7 ELDER SCROLLS V: SKYRIM
8 THE SIMS 3 SEASONS EXPANSION PACK
9 WORLD OF WARCRAFT: BATTLE CHEST
10 STARCRAFT II: WINGS OF LIBERTY
11 AMAZING HIDDEN OBJECT GAMES 3 PACK
12 THE SIMS 3: PETS
13 MASS EFFECT 3
14 THE SIMS 3: SHOWTIME EXPANSION PACK
15 DIABLO BATTLE CHEST
16 BATTLEFIELD 3
17 THE SIMS 3: MASTER SUITE STUFF
18 THE SIMS 3: LATE NIGHT EXPANSION PACK
19 CIVILIZATION V
20 THE SIMS 3: GENERATIONS
12. [ 10 ]
THE BOTTOM LINE
[ 10 ]
S A L E S I N F O R M A T I O N
Source: The NPD Group/Retail Tracking Service; Games Market Dynamics: U.S.
Source: The NPD Group/Retail Tracking Service; Games Market Dynamics: U.S.
U.S. Computer and Video Game DOLLAR Sales Growth
DOLLARS IN BILLIONS*
U.S. Computer and Video Game UNIT Sales Growth
UNITS IN MILLIONS*
2002 2003 2004 2005 2006 2007 2008 2009* 2010* 2011* 2012*
Combined Dollar
Sales (shown for
2009 – 2012)
Computer Games
Video Games
Other Delivery
Formats**
14.8
16.416.9
16.2
9.410.1
.65
.70
6.8
5.4
.43
.38
11.7
9.5
7.36.97.376.9
8.7
7.3
6.7
7.7
2002 2003 2004 2005 2006 2007 2008 2009* 2010* 2011* 2012*
188
245.9
267.4
290.1
25.2
242.2
29.9
260.2 16.5
229.5
13.2
174.8
298.6
268.1
240.1
227.4
248.4239.5
224.3
Combined Computer
and Video Game Unit
Sales (shown for
2009 – 2012)
Computer Games
Video Games
* Figures include total consumer spend
** Other delivery formats include subscriptions, digital full games, digital add-on content,
mobile apps, social network gaming and other physical delivery. 2002-2008 figures are
sales of new physical content at retail exclusively.
* Figures are sales of new physical content at retail exclusively
13. [ 11 ][ 11 ]
THE BOTTOM LINE
TOTAL CONSUMER SPEND ON GAMES INDUSTRY
$14.8
$1.93
$4.04
Accessories
Content
Hardware
28%
TOTAL DIGITAL FORMAT
TOTAL PHYSICAL FORMAT
2009 2010 2011 2012
80%
72%
31%
69%
20% 40%
60%
Total Consumer Spend on Games Industry 2012
DOLLARS IN BILLIONS
Recent Digital* and Physical Sales Information
*Digital format sales include subscriptions, digital full games, digital add-on content, mobile apps and social network gaming
Source: The NPD Group/Games Market Dynamics: U.S.
Source: The NPD Group/Games Market Dynamics: U.S
TOTAL:
$20.77
BILLION
“You create these communities around the game that do an
incredible amount of intellectual work, and when they’re done
with the work, they will leave the game and go on to another
game that’s more challenging. Can you imagine if we had that
kind of environment in classrooms?”
— Constance Steinkuehler Squire, associate professor in digital media and
co-director of the Games+Learning+Society Center at the University of
Wisconsin-Madison, and former senior policy analyst in the White House
Office of Science and Technology Policy
14. [ 12 ]
THE BOTTOM LINE
SALES INFORMATION
WHO WE ARE
ABOUT THE ENTERTAINMENT SOFTWARE ASSOCIATION
ESA offers services to interactive entertainment software publishers including conducting
business and consumer research, providing legal and policy analysis and advocacy on First
Amendment, intellectual property and technology/e-commerce issues, managing a global
anti-piracy program, owning and operating E3, and representing video game industry interests
in federal and state government relations. For more information, please visit www.theESA.com.
ESA Members as of May 2013
345 GAMES www.deadliestwarriorthegame.com
505 GAMES www.505games.com
CAPCOM USA, INC. www.capcom.com
DEEP SILVER INC. www.deepsilver.com
DENA www.dena.jp/intl/
DISNEY INTERACTIVE STUDIOS, INC. www.disney.go.com/disneyinteractivestudios/
ELECTRONIC ARTS www.ea.com
EPIC GAMES, INC. www.epicgames.com
GLOOPS INTERNATIONAL, INC. www.gloops.com/en
GREE INTERNATIONAL, INC. www.gree-corp.com
KONAMI DIGITAL ENTERTAINMENT AMERICA www.konami.com
LEVEL-5 INC. www.level5ia.com
LITTLE ORBIT www.littleorbit.com
MAD CATZ INTERACTIVE, INC. www.madcatz.com
MICROSOFT CORPORATION www.microsoft.com
NAMCO BANDAI GAMES AMERICA INC. www.namcobandaigames.com
NATSUME INC. www.natsume.com
NETDRAGON WEBSOFT INC. http://ir.netdragon.com/
NEXON AMERICA INC. www.nexon.net
NINTENDO OF AMERICA INC. www.nintendo.com
NVIDIA CORPORATION www.nvidia.com
PERFECT WORLD ENTERTAINMENT www.perfectworld.com
RUBICON ORGANIZATION www.rubiconorganization.com/
SEGA OF AMERICA, INC. www.sega.com
SLANG www.slang.vg
SONY COMPUTER ENTERTAINMENT AMERICA www.us.playstation.com
SONY ONLINE ENTERTAINMENT, INC. www.soe.com/
SQUARE ENIX, INC. www.square-enix.com/na
TAKE-TWO INTERACTIVE SOFTWARE, INC. www.take2games.com
TECMO KOEI AMERICA CORPORATION www.tecmokoeiamerica.com
TRION WORLDS, INC. www.trionworlds.com
UBISOFT ENTERTAINMENT, INC. www.ubisoftgroup.com
WARGAMING www.wargaming.com
WARNER BROS. INTERACTIVE ENTERTAINMENT INC. www.wbie.com
XSEED GAMES www.xseedgames.com
[ 12 ]
15. [ 13 ]
OTHER RESOURCES
E S A P A R T N E R S
For more information about ESA and its programs,
please visit www.theESA.com
ENTERTAINMENT SOFTWARE RATING BOARD (ESRB) | WWW.ESRB.ORG
The ESRB is a non-profit, self-regulatory body established in 1994 by ESA. ESRB independently assigns
computer and video game content ratings, enforces advertising guidelines, and helps ensure responsible
online privacy practices for the interactive entertainment software industry.
ACADEMY OF INTERACTIVE ARTS SCIENCES (AIAS) | WWW.INTERACTIVE.ORG
The AIAS was founded in 1996 as a not-for-profit organization whose mission is to promote, advance, and
recognize common interests and outstanding achievements in the interactive arts and sciences. The Academy
conducts its annual awards show, the Interactive Achievement Awards, to promote and acknowledge excep-
tional accomplishments in the field. To further enhance awareness of the Academy’s vision, the organization
created the D.I.C.E. (Design, Innovate, Communicate, Entertain) Summit in 2002, a once yearly conference
dedicated to exploring approaches to the creative process and artistic expression as they uniquely apply to
the development of interactive entertainment. With more than 24,000 members, including Electronic Arts,
Microsoft, Sony, Nintendo, Ubisoft, THQ, Day One Studios, Epic Games, and Insomniac Games, the Academy
promotes the creativity and craftsmanship of video games worldwide.
INTERNATIONAL GAME DEVELOPERS ASSOCIATION (IGDA) | WWW.IGDA.ORG
The IGDA is the largest non-profit membership organization serving individuals who create video games.
The IGDA advances the careers and enhances the lives of game developers by connecting members
with their peers, promoting professional development, and advocating on issues that affect the developer
community. These core activities advance games as a medium and game development as a profession.
THE NPD GROUP, INC. | WWW.NPD.COM
The NPD Group is the leading provider of reliable and comprehensive consumer and retail information for
a wide range of industries. Today, more than 1,800 manufacturers, retailers, and service companies rely on
NPD to help them drive critical business decisions at the global, national, and local market levels. NPD helps
its clients to identify new business opportunities and guide product development, marketing, sales, merchan-
dising, and other functions. Information is available for the following industry sectors: automotive, beauty,
commercial technology, consumer technology, entertainment, fashion, food and beverage,
foodservice, home, office supplies, software, sports, toys, and wireless.
VIDEO GAME VOTERS NETWORK (VGVN) | WWW.VIDEOGAMEVOTERS.ORG
The VGVN is a grassroots organization of voting-age gamers who organize and take action in support of
computer and video games. Since its creation in 2006, more than 500,000 grassroots activists have joined
the VGVN.