esa-2018年视频游戏报告(英文)-2018-17页
报告摘要
2018 Essential Facts About the Computer and Video Game Industry Summary
Core Content Overview
The 2018 Essential Facts About the Computer and Video Game Industry, published by the Entertainment Software Association (ESA), presents a comprehensive overview of the state of the video game industry in the United States. The report includes demographic data, spending trends, parental involvement, and the role of video games in society.
Key Statistics and Trends
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Gamer Demographics:
- 64% of US households own a device used for playing video games.
- The average gamer is 34 years old.
- Gamers aged 18 or older make up more than 70% of the video game-playing population.
- 60% of Americans play video games daily.
- Adult women represent a greater portion of the video game-playing population than boys under 18 (33% vs. 17%).
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Parental Involvement:
- 70% of parents believe video games have a positive influence on their children's lives.
- 90% of parents are present when their child acquires a video game.
- 94% of parents pay attention to the video games their child plays.
- 67% of parents play video games with their child at least once a week.
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Game Purchasing Behavior:
- The average age of the most frequent game purchaser is 36.
- 61% of frequent purchasers are male, and 39% are female.
- 56% of frequent gamers play multiplayer games at least once a week, spending an average of 7 hours online and 6 hours in person.
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Device Usage:
- 41% of US households play games on personal computers.
- 36% use smartphones.
- 36% use dedicated game consoles.
- 24% use wireless devices.
- 14% use dedicated handheld systems.
- 8% use virtual reality devices.
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ESRB Ratings:
- 82% of parents of children who regularly play video games are familiar with the ESRB ratings.
- 95% of these parents are confident in the accuracy of the ratings.
- 94% find parental control settings on consoles useful.
- 72% of parents limit their child's game time.
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Top Selling Games of 2017:
- Call of Duty: WWII (M)
- NBA 2K 18 (E)
- Grand Theft Auto V (M)
- Madden NFL 18 (E)
- Destiny 2 (T)
- The Legend of Zelda: Breath of the Wild (E10+)
- Tom Clancy's Ghost Recon: Wildlands (M)
- Star Wars: Battlefront II (T)
- Super Mario Odyssey (E10+)
- Minecraft (E10+)
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Industry Impact:
- The US video game industry added $11.7 billion to the GDP in 2017.
- 65,678 workers are directly employed in the industry.
- The average annual compensation for industry employees is $97,000.
Key Viewpoints
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Video Games as a Bonding Tool: Video games are seen as a means to connect with children and family, with many parents using them as a way to socialize, bond, and monitor their children's activities.
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Video Games as Art: The report highlights that video games are a unique art form, combining elements of prose, music, graphics, and storytelling to create immersive experiences.
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Parental Control and Awareness: A significant majority of parents are aware of and trust the ESRB ratings and parental control features, indicating a high level of responsibility and engagement in their children's gaming habits.
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Market Trends: The report underscores the growth of the industry, with digital and physical sales showing continued expansion. It also emphasizes the importance of game quality, price, and storytelling in purchase decisions.
Industry Partners and Organizations
- Entertainment Software Association (ESA): The primary organization behind the report, responsible for research and advocacy.
- Entertainment Software Rating Board (ESRB): Provides age and content ratings to assist parents in decision-making.
- Academy of Interactive Arts & Sciences (AIAS): Recognizes achievements in interactive entertainment through the D.I.C.E. Awards and Summit.
- ESA Foundation: Supports youth through scholarships and charitable initiatives.
- International Game Developers Association (IGDA): Empowers global game developers with resources and advocacy.
- The NPD Group: Provides market research and data analysis for the entertainment and gaming sectors.
Conclusion
The 2018 Essential Facts report demonstrates the ubiquity and influence of video games in American households, highlighting their demographic reach, economic contribution, and social impact. It also underscores the increasing role of parents in monitoring and participating in their children's gaming activities, as well as the growing recognition of video games as an art form. The industry continues to thrive, driven by technological advancements, consumer engagement, and effective regulatory frameworks.
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