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   The computer and video game industry is one
    of the fastest growing sectors of the
    entertainment industry in the United States.
   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).
   Global game market revenue: $65 billion in 2011

   Retail software revenue: $29.5 billion in 2011

   Online revenue (including digital
    delivery, subscriptions, Facebook games): $18 billion
    in 2011

   72% of American households play computer or video
    games

   Age of the average gamer: 37 years old and has been
    playing for 12 years.
   The age of the average game purchaser is 41.

   82% of gamers are 18 years of age or older.

   42% of gamers are women

   Adult women gamers (37%) now outnumber male
    gamers age 17 or younger (13%)

   29% of gamers are over the age of 50 (an
    increase from 9% in 1999)
   Import duty on games in disc format is
    2.7%, this could be the reason for an increase
    in download sales.
   The average salary for an American in the
    main stream game industry is $81,000.
   Games programming: $92,962
   Art and Animation: $75,780
   Game Design: $ 73,386
   Production: $88,544
   Audio: $83,182
   Quality Assurance: $47,910
   Business and legal: $102,160
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
   http://en.wikipedia.org/wiki/List_of_video_ga
    me_developers
   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:
   Mobile gaming: 55% of games play on mobile and handheld
    devices
   Growing older gamer market: 29% of gamers are over the age of
    50 (an increase from 9% in 1999)
   Changing gender demographics: women over 18 years of age are
    one of the industry’s fastest growing demographics
   Internet Based Gaming: 19% of gamers pay to play online

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Usa games industry

  • 1.
  • 2. The computer and video game industry is one of the fastest growing sectors of the entertainment industry in the United States.
  • 3. 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. Global game market revenue: $65 billion in 2011  Retail software revenue: $29.5 billion in 2011  Online revenue (including digital delivery, subscriptions, Facebook games): $18 billion in 2011  72% of American households play computer or video games  Age of the average gamer: 37 years old and has been playing for 12 years.
  • 5. The age of the average game purchaser is 41.  82% of gamers are 18 years of age or older.  42% of gamers are women  Adult women gamers (37%) now outnumber male gamers age 17 or younger (13%)  29% of gamers are over the age of 50 (an increase from 9% in 1999)
  • 6.
  • 7. Import duty on games in disc format is 2.7%, this could be the reason for an increase in download sales.  The average salary for an American in the main stream game industry is $81,000.
  • 8. Games programming: $92,962  Art and Animation: $75,780  Game Design: $ 73,386  Production: $88,544  Audio: $83,182  Quality Assurance: $47,910  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
  • 10. http://en.wikipedia.org/wiki/List_of_video_ga me_developers
  • 11. 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:  Mobile gaming: 55% of games play on mobile and handheld devices  Growing older gamer market: 29% of gamers are over the age of 50 (an increase from 9% in 1999)  Changing gender demographics: women over 18 years of age are one of the industry’s fastest growing demographics  Internet Based Gaming: 19% of gamers pay to play online