Essential Facts about the Canadian Computer and Video Game Industry (2009) is the ESA’s (Entertainment Software Association of Canada) annual guidebook to the entertainment software industry. This current report provides figures relevant to the Canadian gaming industry, and should serve as interesting reading to potential sponsors not currently directly embedded in the sector.
This document provides sales, demographic, and usage data about the computer and video game industry from 2008. It includes information on who plays games and their ages/genders. Sales data is presented on top-selling games and genres in 2007. Statistics are given on online and wireless game play as well as parents' views on games. Recent and historical sales figures from 1996-2007 are shown in both dollars and units.
The document provides sales and demographic data about the computer and video game industry from 2010. It summarizes that in 2010, 67% of American households played games, with the average gamer being 34 years old. The top-selling video game genres were sports, action, and shooter games. The top-selling titles were Call of Duty: Modern Warfare 2 and New Super Mario Bros. Wii. Combined computer and video game sales totaled $10.5 billion in 2009.
The document provides demographic data and sales figures for the computer and video game industry in 2009-2010. It finds that 67% of American households play games, with the average gamer being 34 years old. The top-selling games of 2009 were Call of Duty: Modern Warfare 2 on multiple platforms. U.S. computer and video game sales totaled $10.5 billion in 2009. The ESA expects 41% of Americans to purchase games in 2010.
The document discusses several topics related to politics and the internet, including:
1) How interest groups have adapted to the internet by using it to more efficiently communicate and organize supporters beyond just communication.
2) Hacktivism as a form of political action and examples like defacing websites and distributed denial of service attacks.
3) The impact of the internet on election campaigning, such as the Dean campaign's early use of Meetup.com and Daily Kos and differences between US and UK online campaigning.
4) Issues around online political interaction and vote trading websites, and conclusions about the internet's impact on voter apathy and empowerment.
The document summarizes the positions of various groups that oppose globalization, including organized labor, environmental groups, feminists, and indigenous peoples. It discusses their concerns about issues like the impacts of free trade on wages and jobs, the environment, women's rights, and indigenous land and resources. It also lists some major anti-globalization demonstrations that have taken place in response to meetings of international organizations promoting economic globalization.
This document discusses hackers, hacktivists, and the impact of the internet on politics. It defines hackers as people who write computer code and hacktivists as those who engage in nonviolent digital protests. Common hacktivist techniques include website defacing and denial of service attacks. The document also examines groups like the Yes Men who use identity deception for political purposes. Additionally, it outlines how the internet has influenced political campaigning, voter engagement, and the functions of government through e-government initiatives.
The document discusses the geopolitics of oil and its role in events related to September 11th. It summarizes that Afghanistan's value comes from being a potential route for oil pipelines from the Caspian Sea. It describes two major pipeline projects and participants. It also discusses Saudi Arabia's dominant role in OPEC and how they have influenced oil prices. Finally, it suggests Saudi donors supported extremist groups in Afghanistan, linking oil politics to September 11th events.
This document provides sales, demographic, and usage data about the computer and video game industry from 2008. It includes information on who plays games and their ages/genders. Sales data is presented on top-selling games and genres in 2007. Statistics are given on online and wireless game play as well as parents' views on games. Recent and historical sales figures from 1996-2007 are shown in both dollars and units.
The document provides sales and demographic data about the computer and video game industry from 2010. It summarizes that in 2010, 67% of American households played games, with the average gamer being 34 years old. The top-selling video game genres were sports, action, and shooter games. The top-selling titles were Call of Duty: Modern Warfare 2 and New Super Mario Bros. Wii. Combined computer and video game sales totaled $10.5 billion in 2009.
The document provides demographic data and sales figures for the computer and video game industry in 2009-2010. It finds that 67% of American households play games, with the average gamer being 34 years old. The top-selling games of 2009 were Call of Duty: Modern Warfare 2 on multiple platforms. U.S. computer and video game sales totaled $10.5 billion in 2009. The ESA expects 41% of Americans to purchase games in 2010.
The document discusses several topics related to politics and the internet, including:
1) How interest groups have adapted to the internet by using it to more efficiently communicate and organize supporters beyond just communication.
2) Hacktivism as a form of political action and examples like defacing websites and distributed denial of service attacks.
3) The impact of the internet on election campaigning, such as the Dean campaign's early use of Meetup.com and Daily Kos and differences between US and UK online campaigning.
4) Issues around online political interaction and vote trading websites, and conclusions about the internet's impact on voter apathy and empowerment.
The document summarizes the positions of various groups that oppose globalization, including organized labor, environmental groups, feminists, and indigenous peoples. It discusses their concerns about issues like the impacts of free trade on wages and jobs, the environment, women's rights, and indigenous land and resources. It also lists some major anti-globalization demonstrations that have taken place in response to meetings of international organizations promoting economic globalization.
This document discusses hackers, hacktivists, and the impact of the internet on politics. It defines hackers as people who write computer code and hacktivists as those who engage in nonviolent digital protests. Common hacktivist techniques include website defacing and denial of service attacks. The document also examines groups like the Yes Men who use identity deception for political purposes. Additionally, it outlines how the internet has influenced political campaigning, voter engagement, and the functions of government through e-government initiatives.
The document discusses the geopolitics of oil and its role in events related to September 11th. It summarizes that Afghanistan's value comes from being a potential route for oil pipelines from the Caspian Sea. It describes two major pipeline projects and participants. It also discusses Saudi Arabia's dominant role in OPEC and how they have influenced oil prices. Finally, it suggests Saudi donors supported extremist groups in Afghanistan, linking oil politics to September 11th events.
The document summarizes research conducted on the video game Left 4 Dead 2. Primary research in the form of an online survey was conducted with 20 respondents, who were mostly male aged 16-25. Key findings include that 80% of respondents owned Left 4 Dead 2, most commonly for Xbox 360. Word of mouth and liking first person shooters were the top reasons for purchasing. Respondents largely rated the game positively and felt it offered good value for money.
The document discusses different aspects of the video game market in 2012, including breakdowns of revenue, acquisition, and time spent between online, mobile app, and packaged game platforms. It also touches on innovations in gaming technology, popular game titles, issues like game accessibility and ratings, and perceptions of games from parents and players in Europe. The focus appears to be on analyzing trends in the gaming industry and consumer behaviors around different formats and content in games.
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
The document profiles video gamers based on a survey conducted by YouGov on behalf of Tribal Fusion. It finds that the average male gamer is 26 years old, prefers action/adventure and first person shooter games, and most commonly owns an Xbox 360, PlayStation 3 or PC. The average female gamer is 25 years old, prefers puzzle and action/adventure games, and most commonly owns a Nintendo Wii, PC or Nintendo DS. The document also provides profiles of typical Xbox and PlayStation gamers.
Life Begins at 40: 6 lessons we shouldn't forget from our 40 years of gaming ...Roberto Dillon
The document discusses 6 lessons from the first 40 years of the gaming industry: 1) Old game ideas and mechanics can inspire new games. 2) Innovation and success are often built upon past failures and experiments. 3) Games should have simple, intuitive interfaces (KISS principle). 4) Backward compatibility is important to retain older audiences. 5) The industry fluctuates between periods of growth and saturation. 6) Businesses need to adapt and reinvent themselves when market conditions change. The document provides examples like Atari and arcade games to illustrate these lessons.
Dubit & Disney from the MRS Children 2010 ConferenceDubit
This document discusses trends in online entertainment for kids. It finds that kids are spending more time gaming online than watching TV. Popular online games include casual games, virtual worlds, and social network games. Virtual worlds like Club Penguin are very popular, with Club Penguin being one of the largest virtual worlds. The document also covers monetization strategies for online kids' games, such as memberships, microtransactions, and advertising. While many kids are open to paying for online games, parents' perceptions of value and safety are barriers.
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The document discusses ratings and parental control tools for video games. It provides an overview of the current state of ratings by the Entertainment Software Rating Board (ESRB) and parental controls available on gaming consoles like Xbox 360. While the ESRB system provides comprehensive ratings of games, challenges remain around retailer compliance, legal challenges, and concerns about ratings creep. Parental controls on consoles allow parents to restrict games based on ESRB ratings, but some third-party efforts may provide additional review information beyond the ESRB ratings.
The 2011 Essential Facts About the Computer and Video Game Industry was released by the Entertainment Software Association (ESA) at E3 2011. The study provided key findings on computer and video game usage in the US based on a survey of nearly 1,200 households. Some of the main findings included that 72% of American households play games, the average gamer age is 37, and over 120,000 jobs are directly or indirectly supported by the $25 billion games industry.
The document is a 2011 report from the Entertainment Software Association (ESA) that provides sales, demographic, and usage data about the computer and video game industry. Some key facts include:
- 72% of American households play computer or video games, with the average gamer age being 37. 29% of gamers are over age 50.
- The average age of the most frequent game purchaser is 41. 52% of frequent purchasers are male and 48% are female.
- 55% of gamers play games on their phones or handheld devices. 65% of gamers play games with others in person.
- 91% of parents are present when games are purchased and
This document summarizes data from a survey of 385 mobile game players in the United States conducted in June 2012. The key findings are:
1. Mobile games are played most frequently by both males and females aged 25-53 across a variety of mobile devices. Word, puzzle and card games are the most popular genres.
2. Games are most often discovered through friends' recommendations or top app store ratings. Free games are downloaded more often than premium games. In-app purchases are also common.
3. Mobile games are regularly played for short periods of time in many contexts as a way to pass time or multi-task. Social interaction and engagement with friends is an important motivation for playing.
The document provides an overview of key facts about the computer and video game industry from a 2015 report by the Entertainment Software Association. It summarizes who plays games, what types of games are most popular, how and with whom people play, parental involvement, and top-selling games and industry sales figures from 2003-2014. The report is based on a survey of over 4,000 US households and finds that 4 out of 5 households own a device to play games, with the average player being 35 years old.
Game in progress new business models for the videogame industryLuc Bourcier
The document discusses new business models emerging in the video game industry, particularly the shift from packaged console games to online, free-to-play, and hybrid models. It notes the industry is moving away from retail games on consoles to browser-based free-to-play and hosted games. While casual social free-to-play games are growing, not all games will take this form. The online gaming experience of the last five years should still inform business model conceptions for all video games.
Who is Gaming in India and Why: Demystifying the Video Game LandscapeZatun
This document discusses video games in India. It begins by defining different types of gamers from casual to hardcore. It then outlines the popular gaming platforms in India which are mainly mobile phones, PCs for online/flash games, and some tablets. The bulk of gamers are aged 14-25 and come from major cities. Roughly 90% of kids age 8-14 play games online. Popular genres include music, sports, and action games. The document closes by suggesting ways for brands to connect with gamers through in-game ads, sponsored games, or integrating products within existing games.
This document provides guidance for parents on setting up parental controls for video games and ensuring children's safety while gaming online. It discusses the ESRB video game rating system and how parental controls work on various gaming platforms like Xbox 360, Wii, PlayStation 3 and Windows Vista to restrict content based on ratings. It also offers advice from a "GamerDad" on the risks of online gaming like exposure to inappropriate language and how to use tools to only allow play with friends to enhance safety. The guide emphasizes the importance of parental controls and monitoring for safe online video game experiences.
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The document summarizes research conducted on the video game Left 4 Dead 2. Primary research in the form of an online survey was conducted with 20 respondents, who were mostly male aged 16-25. Key findings include that 80% of respondents owned Left 4 Dead 2, most commonly for Xbox 360. Word of mouth and liking first person shooters were the top reasons for purchasing. Respondents largely rated the game positively and felt it offered good value for money.
The document discusses different aspects of the video game market in 2012, including breakdowns of revenue, acquisition, and time spent between online, mobile app, and packaged game platforms. It also touches on innovations in gaming technology, popular game titles, issues like game accessibility and ratings, and perceptions of games from parents and players in Europe. The focus appears to be on analyzing trends in the gaming industry and consumer behaviors around different formats and content in games.
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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.
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• Best practices in applying demographic knowledge to get the most out of eLearning gamification
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The document profiles video gamers based on a survey conducted by YouGov on behalf of Tribal Fusion. It finds that the average male gamer is 26 years old, prefers action/adventure and first person shooter games, and most commonly owns an Xbox 360, PlayStation 3 or PC. The average female gamer is 25 years old, prefers puzzle and action/adventure games, and most commonly owns a Nintendo Wii, PC or Nintendo DS. The document also provides profiles of typical Xbox and PlayStation gamers.
Life Begins at 40: 6 lessons we shouldn't forget from our 40 years of gaming ...Roberto Dillon
The document discusses 6 lessons from the first 40 years of the gaming industry: 1) Old game ideas and mechanics can inspire new games. 2) Innovation and success are often built upon past failures and experiments. 3) Games should have simple, intuitive interfaces (KISS principle). 4) Backward compatibility is important to retain older audiences. 5) The industry fluctuates between periods of growth and saturation. 6) Businesses need to adapt and reinvent themselves when market conditions change. The document provides examples like Atari and arcade games to illustrate these lessons.
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This document discusses trends in online entertainment for kids. It finds that kids are spending more time gaming online than watching TV. Popular online games include casual games, virtual worlds, and social network games. Virtual worlds like Club Penguin are very popular, with Club Penguin being one of the largest virtual worlds. The document also covers monetization strategies for online kids' games, such as memberships, microtransactions, and advertising. While many kids are open to paying for online games, parents' perceptions of value and safety are barriers.
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The document discusses ratings and parental control tools for video games. It provides an overview of the current state of ratings by the Entertainment Software Rating Board (ESRB) and parental controls available on gaming consoles like Xbox 360. While the ESRB system provides comprehensive ratings of games, challenges remain around retailer compliance, legal challenges, and concerns about ratings creep. Parental controls on consoles allow parents to restrict games based on ESRB ratings, but some third-party efforts may provide additional review information beyond the ESRB ratings.
The 2011 Essential Facts About the Computer and Video Game Industry was released by the Entertainment Software Association (ESA) at E3 2011. The study provided key findings on computer and video game usage in the US based on a survey of nearly 1,200 households. Some of the main findings included that 72% of American households play games, the average gamer age is 37, and over 120,000 jobs are directly or indirectly supported by the $25 billion games industry.
The document is a 2011 report from the Entertainment Software Association (ESA) that provides sales, demographic, and usage data about the computer and video game industry. Some key facts include:
- 72% of American households play computer or video games, with the average gamer age being 37. 29% of gamers are over age 50.
- The average age of the most frequent game purchaser is 41. 52% of frequent purchasers are male and 48% are female.
- 55% of gamers play games on their phones or handheld devices. 65% of gamers play games with others in person.
- 91% of parents are present when games are purchased and
This document summarizes data from a survey of 385 mobile game players in the United States conducted in June 2012. The key findings are:
1. Mobile games are played most frequently by both males and females aged 25-53 across a variety of mobile devices. Word, puzzle and card games are the most popular genres.
2. Games are most often discovered through friends' recommendations or top app store ratings. Free games are downloaded more often than premium games. In-app purchases are also common.
3. Mobile games are regularly played for short periods of time in many contexts as a way to pass time or multi-task. Social interaction and engagement with friends is an important motivation for playing.
The document provides an overview of key facts about the computer and video game industry from a 2015 report by the Entertainment Software Association. It summarizes who plays games, what types of games are most popular, how and with whom people play, parental involvement, and top-selling games and industry sales figures from 2003-2014. The report is based on a survey of over 4,000 US households and finds that 4 out of 5 households own a device to play games, with the average player being 35 years old.
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The document discusses new business models emerging in the video game industry, particularly the shift from packaged console games to online, free-to-play, and hybrid models. It notes the industry is moving away from retail games on consoles to browser-based free-to-play and hosted games. While casual social free-to-play games are growing, not all games will take this form. The online gaming experience of the last five years should still inform business model conceptions for all video games.
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The Origins of the Dwayne Johnson Kidnapping Saga
Dwayne Johnson: A Brief Background
Before discussing the specifics of the kidnapping. it is crucial to understand who Dwayne Johnson is and why his kidnapping would be so significant. Born May 2, 1972, Dwayne Douglas Johnson is an American actor, producer, businessman. and former professional wrestler. Known by his ring name, "The Rock," he gained fame in the World Wrestling Federation (WWF, now WWE) before transitioning to a successful career in Hollywood.
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Setting the Scene: The Day of the Kidnapping
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The Moment of Capture
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The abduction was executed with military precision. A group of masked men, armed and organized, infiltrated the set. They created chaos, taking advantage of the confusion to isolate Johnson. Johnson was outnumbered and caught off guard despite his formidable strength and fighting skills. The kidnappers overpowered him, bundled him into a waiting vehicle. and sped away, leaving everyone on set in a state of shock and disbelief.
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Leonardo DiCaprio House: Malibu Beachfront Retreat
A Prime Location
His Malibu beachfront house is one of the most famous properties in Leonardo DiCaprio's real estate portfolio. Situated in the exclusive Carbon Beach. also known as "Billionaire's Beach," this property boasts stunning ocean views and private beach access. The "Leonardo DiCaprio house" in Malibu is a testament to the actor's love for the sea and his penchant for luxurious living.
Architectural Highlights
The Malibu house features a modern design with clean lines, large windows. and open spaces blending indoor and outdoor living. The expansive deck and patio areas provide ample space for entertaining guests or enjoying a quiet sunset. The house has state-of-the-art amenities. including a gourmet kitchen, a home theatre, and many guest suites.
Sustainable Features
Leonardo DiCaprio is a well-known environmental activist. whose Malibu house reflects his commitment to sustainability. The property incorporates solar panels, energy-efficient appliances, and sustainable building materials. The landscaping around the house is also designed to be water-efficient. featuring drought-resistant plants and intelligent irrigation systems.
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Entertainment Software Association of Canada Essential Facts 2009
1. 2009
ESSENTIAL FACTS
About the Canadian Computer and Video Game Industry
2.
3. what’s inside?
WHO’S PLAYING COMPUTER AND VIDEO GAMES 4
HOW OFTEN DO CANADIANS PLAY 5
ON WHAT PLATFORMS DO PLAYERS PLAY THE MOST 6
ALL IN THE FAMILY 7
ESRB RATINGS AND CONTENT DESCRIPTORS 8
TOP SELLING VIDEO GAMES 9
» Chart of 20 top selling video games 9
» Chart of 20 top selling PC games 9
WELLNESS GAMING: BRAIN GAMES & ACTIVE GAMES 10
» Brain games 11
» Active games 11
» Wellness Gaming: In their own words 12
» Future demand for wellness games 13
WHO WE ARE 14
» About ESAC 14
» ESAC members 14
OTHER RESOURCES 15
All data in this document is from NPD Group’s 2009 Understanding the Canadian Gamer custom
research unless otherwise noted. The survey was commissioned by ESAC and gathered data from
2,969 Canadian adults, 225 Canadian teens (13-17) and 377 Canadian children (6-12).
.....
3
4. 4% 1 5 1
Computer Game Console Handheld Mobile Device
whO is PLaYinG COMPUteR and VideO GaMes?
5%
9%
96% A Computer
of Canadian households own a computer
...........................
A game console such as an Xbox 360,
50 % 48% Wii or Playstation 3 hooked
up to a television
of Canadian households have at least one video game console such
36 %
as an Xbox 360, Wii or PlayStation system such as a
A handheld game
Nintendo DS or Sony PSP
...........................
A cell phone or other mobile
Average age of Canadian gamer: as a Blackberry,
device such
PalmPilot, i-Phone or i-Touch
35.8 years
Gender of game players
Female Gamers
34.9 %
64.3% Male Gamers
Canadians, by age, who have played a video game in the past 4 weeks:
100%
91%
80%
80%
67%
60%
48%
40%
34%
20%
AGES 6-12 13-17 18-34 35-54 55+
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100 %
55+
5. hOw OFten dO Canadians PLaY?
Frequency of play over hours Played Per week
past 4 weeks
Less than 1 11%
Everyday 26%
1-3 Hours 31%
A few days
per week 48%
4-6 Hours 24%
Once a
week 14% 7-9 Hours 9%
Once every 10-15 Hours 16%
2 weeks 7%
16-20 Hours 4%
Once in the
past 4 weeks 5
%
21+ Hours 6%
24%
27%
Every Day 35%
38%
26%
49%
45%
A few days 44%
per week 42%
57%
14%
15%
Once a Week 9%
11%
Total Child (6-12)
12%
8% Total Teen (13-17)
7%
Once every 7% Age 55+
2 weeks 5%
3%
Adult Female
5%
6% Adult Male
Once in the 5%
past 4 weeks 4%
3%
0 10% 20% 30% 40% 50% 60%
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5
6. 20%
15%
10%
On what PLatFORM dO GaMeRs PLaY8 7 8%
% %
4% 1% 6% 5% 1%
the MOst FReQUentLY?
Computer Game Console Handheld Mobile Device
5%
Canadians, by age, who have played a video game in the past 4 weeks:
%
9 A Computer
100%
A game console such as an Xbox 360,
91% Wii or Playstation 3 hooked
80% up to a television
50% 80
%
36%
60 %
67%A handheld game system such as a
Nintendo DS or Sony PSP
48%
40% A cell phone or other mobile
device such as a Blackberry,
34%
PalmPilot, i-Phone or i-Touch
20%
Gender of AGES players
game 6-12 13-17 18-34 35-54 55+
100% Female Gamers
34.9 % 55+
80% 64.3%
81%
Male Gamers Adult 35-54
Adult 18-4
60%
Teen 13-17
54%
51%
46% Child 6-12
40% 39 % 39
%
32% 34%
32%
29%
20%
15%
10%
8% 7% 8%
4% 1% 6% 5% 1%
Computer Game Console Handheld Mobile Device
5%
.....
9% 6 A Computer
7. aLL in the FaMiLY
Families are getting in on the fun, with the majority of parents and their chil-
dren choosing to play video games together. According to the research:
74%
of Parent Gamers aged 35-54 report that
they play video games with their child
...........................
84%
of Parent Gamers aged 18-34 report that
they play video games with their child
...........................
The majority of Parent Gamers play games
with their family once a week or more
57%
...........................
95%
of Parent Gamers report that
their child has played video games in the past 4 weeks
For further information and resources on family gaming including how-to
videos on using parental controls and information on ESAC’s Commitment to
Parents Program, please visit our website at http://theesa.ca/parents.
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8. esRB RatinGs and COntent desCRiPtORs
The ESRB (Entertainment Software Rating Board) ratings are designed to
provide consumers, especially parents, with concise, impartial guidance about
the age-appropriateness and content of computer and video games so that
they can make informed purchasing decisions about the games they deem
suitable for their children and families.
esRB ratings have two equal 10+
ENFANTS ET ADULTES parts:
Rating Symbols suggest age appropriateness for the game, and appear on the
Cartoon Violence
front of virtually every game box available for retail sale or rental in the United
Mild Lyrics
States and Canada. en Animaton
Violence
Chansons Grossières
Content CONTENT RATING which appear on the back next to the rating symbol,
ESRB Descriptors, www.esrb.org
indicate elements in a game that may have triggered a particular rating and/or
CLASSIFIÉ PAR L'ESRB
may be of interest or concern.
ENFANTS ET ADULTES 10+
Cartoon Violence
Mild Lyrics
Violence en Animaton
Chansons Grossières
ESRB CONTENT RATING www.esrb.org
CLASSIFIÉ PAR L'ESRB
When purchasing or renting video games for their child
82%
of Parent Gamers sometimes or always check the
ESRB rating symbol on the game box
...........................
86%
of Parent Gamers sometimes or always use the content descriptors
when purchasing games for their child
...........................
95%
of Adult Gamers agree that the ESRB rating system is very useful to help
parents buy and rent age-appropriate video games for their children
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9. tOP 20 seLLinG VideO GaMes FROM aUGUst 08 - JULY 2009
RanK titLe PLatFORM esRB RatinG
1 WII FIT W/BALANCE BOARD WII EVERYONE
2 WII MARIO KART W/ WHEEL WII EVERYONE
3 WII PLAY W/REMOTE WII EVERYONE
4 CALL OF DUTY: WORLD AT WAR 360 MATURE
5 NHL 09 360 EVERYONE 10+
6 GEARS OF WAR 2 360 MATURE
7 NEW SUPER MARIO BROS NDS EVERYONE
8 BRAIN AGE 2: MORE TRAINING IN MINUTES A DAY NDS EVERYONE
9 NHL 2K9 WII EVERYONE 10+
10 NHL 09 PS3 EVERYONE 10+
11 CALL OF DUTY: WORLD AT WAR PS3 MATURE
12 MARIO KART DS NDS EVERYONE
13 BRAIN AGE: TRAIN YOUR BRAIN IN MINUTES A DAY NDS EVERYONE
14 FABLE II 360 MATURE
15 POKEMON PLATINUM VERSION NDS EVERYONE
16 MARIO PARTY NDS EVERYONE
17 LITTLE BIG PLANET PS3 EVERYONE
18 UFC 2009 UNDISPUTED 360 TEEN
19 LINKíS CROSSBOW TRAINING W/ ZAPPER WII TEEN
20 KIRBY SUPER STAR ULTRA NDS EVERYONE
tOP 20 seLLinG PC GaMes FROM aUGUst 08 - JULY 2009
RanK titLe esRB RatinG
1 WORLD OF WARCRAFT: WRATH OF THE LICH KING EXPANSION PACK TEEN
2 THE SIMS 3 TEEN
3 SPORE EVERYONE 10+
4 THE SIMS 2 DOUBLE DELUXE TEEN
5 WORLD OF WARCRAFT: BATTLE CHEST TEEN
6 WARHAMMER ONLINE: AGE OF RECKONING TEEN
7 THE SIMS 2 APARTMENT LIFE EXPANSION PACK TEEN
8 WORLD OF WARCRAFT TEEN
9 LEFT 4 DEAD MATURE
10 CALL OF DUTY: WORLD AT WAR MATURE
11 WORLD OF WARCRAFT: BURNING CRUSADE EXPANSION PACK TEEN
12 FALLOUT 3 MATURE
13 COMMAND & CONQUER: RED ALERT 3 TEEN
14 THE SIMS 2 PETS EXPANSION PACK TEEN
15 GRAND THEFT AUTO IV MATURE
16 WORLD OF WARCRAFT III BATTLE CHEST TEEN
17 FAR CRY 2 MATURE
18 THE SIMS 2 SEASONS EXPANSION PACK TEEN
19 DIABLO BATTLE CHEST MATURE
20 CRYSIS: WARHEAD MATURE
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10. weLLness GaMinG
Entertainment software has emerged as a useful tool to promote physical
and mental well-being. Games designed to challenge mental aptitude and
increase physical activity have become increasingly popular amongst gamers,
and have been widely embraced by educational institutions, retirement com-
munities, and the health community. Here are the figures:
aCtiVe weLLness GaMes include such titles as: Wii Fit, Dance Dance
Revolution and EA Sports Active.
BRain weLLness GaMes include such titles as: Brain Age, Flash Focus
and Hot Brain.
tOP 5 titLes PLaYed OR Owned inCLUde:
Wii Fit 34%
Dance Dance Revolution 27%
Nintendo DS Brain Age 19%
Nintendo DS Big Brain Academy 14%
EA Sports Active 13%
tOP 5 seLLinG weLLness GaMes FROM aUGUst 08 - JULY 09
RanK titLe PLatFORM esRB RatinG
1 WII FIT W/ BALANCE BOARD WII EVERYONE
2 BRAIN AGE 2: MORE TRAINING IN MINUTES A DAY NDS EVERYONE
3 BRAIN AGE: TRAIN YOUR BRAIN IN MINUTES A DAY NDS EVERYONE
4 WII DDR: HOTTEST PARTY 2 BUNDLE WII EVERYONE 10+
5 EA SPORTS ACTIVE BUNDLE WII EVERYONE
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10
11. Brain Games:
66%
of Wellness Gamers rate Brain Games as being very effective
...........................
64%one positive outcome from playing
of Teen Wellness Gamers endorsed at least
Brain Games, such as “I am in a better mood after playing” or “I feel like I
can think quicker after I play”
active Games:
76%one positive outcome from playing
of Teen Wellness Gamers endorsed at least
Active Games, with 40% claiming to feel better physically after playing
Wellness Games are being embraced by all demographics as an additional way
to help stay mentally alert and physically active. Figures show that for many
respondents, this genre of entertainment software was the first type of video
game they had ever purchased.
First type of entertainment software that I ever bought was a game
designed to challenge my physical and/or mental abilities:
40%
Active Games Brain Games
39%
39%
35%
34% 34%
32%
30%
25%
20%
20%
15%
10%
5%
0
55+ Total Teen Total Adult
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11
12. weLLness GaMinG: in theiR Own wORds
“I find that the whole family gets involved
with these titles and that it becomes a competi- “They helped
tion between us.” Male 44
exercise my body
and have fun at
“He absolutely “The Wii Fit had enough the same time. It
loves playing with variety for both my husband
makes you feel
me, he has great and me to keep us enter-
refreshed after.”
motor skills…even tained. We both started
getting in better shape.” Male 31
better than me!”
Parent of male, Female 27
age 7
“My daughter is more active,
“Helps to encourage him to con- more fit, more confident with fit-
tinue when he is discouraged…gaining ness and more aware of overall
confidence and boosts in energy levels.” body health.” Parent of female,
Parent of male, age 8 age 10
“My memory has “I have lost weight and developed some
definitely improved. I muscle. We bought a Wii and Wii Fit for my
notice my brain age parents who are both in their early 80’s and
getting lower as I play they use it daily. It is an excellent system
these games.” Female and the games are perfect for seniors.”
50 Female 49
“She loves these games and “She likes answering the math ques-
will play until she has no en- tions and feels good when she gets them
ergy left. These games are great right.” Mother of female, age 7
for when the weather is bad
and we can’t go outside-she
can get all her exercise in the “A change in concentration, staying
house.” Parent of girl, age 8 on tasks, organizational and abstract
skills and mental abilities…these in
turn caused a positive change in her
“I find that my memory has improved moods and confidence in her abili-
greatly and although I’m 78 years old ties.” Mother of female, age 12
I have obtained a brain age of 30.”
Female 78
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12
13. weLLness GaMes FUtURe deMand:
Gamers have shown a lot of interest in Wellness Games and the figures show
that future demand for this genre of entertainment software is very strong
Very Interested Somewhat Interested Not that Interested
Those designed to improve
mental abilities or overall 44% 46% 11%
mental well-being
Those designed to improve
physical abilities or overall 40% 43% 17%
physical well-being
Those designed to help
learn a second language 29% 42% 29%
Those designed to improve
musical abilities or help learn 26% 42% 32%
how to play an instrument
Those designed to help
with other types of self-
improvement (e.g., cook- 22% 45% 34%
ing, bartending, dancing,
etc.)
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13
14. whO we aRe?
about the esaC
The Entertainment Software Association of Canada (ESAC) is dedicated
exclusively to serving the business and public affairs needs of companies in
Canada that publish and distribute computer and video games for video game
consoles, handheld devices, personal computers and the Internet. ESAC offers
a range of services, including business and consumer research, government
relations and a global anti-piracy program. Association members include the
nation’s leading interactive entertainment software publishers and distribu-
tors, which collectively accounted for more than 90 per cent of the $2.2
billion in entertainment software and hardware sales in Canada in 2008. The
entertainment software industry currently accounts for 247 firms and 14,000
direct jobs and thousands more in related fields across Canada.
esaC Members as of January 2009
• Activision Blizzard
• Disney Interactive Studios
• Electronic Arts
• Microsoft Canada
• Nintendo of Canada Ltd.
• Solutions 2 Go
• Sony Computer Entertainment Canada
• Synergex Corporation
• Take2 Interactive
• Team One Marketing Ltd.
• THQ
• Ubisoft Canada, Inc.
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14
15. OtheR ResOURCes
entertainment software association (esa)
The Entertainment Software Association is the U.S. association exclusively
dedicated to serving the business and public affairs needs of companies that
publish computer and video games for video game consoles, personal comput-
ers, and the Internet. The ESA offers a range of services to interactive enter-
tainment software publishers including a global anti-piracy program, business
and consumer research, government relations and intellectual property protec-
tion efforts. The ESA also owns and operates the E3 Expo. For more informa-
tion, please visit: www.theesa.com
entertainment software Rating Board (esRB)
The Entertainment Software Rating Board (ESRB) is a non-profit, self-regu-
latory body established in 1994 by the Entertainment Software Association
(ESA). ESRB assigns computer and video game content ratings, enforces
industry-adopted advertising guidelines and helps ensure responsible online
privacy practices for the interactive entertainment software industry. For more
information, please visit: www.esrb.org
nPd Group
The NPD Group is the leading provider of reliable and comprehensive con-
sumer and retail information for a wide range of industries. Today, more than
1,700 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 our clients to identify new business opportunities and guide
product development, marketing, sales, merchandising, 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. For more information, contact us, visit http://www.npd.com/ or follow
us on Twitter at http://www.twitter.com/npdgroup.
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