2021年视频游戏行业报告(英)-20页_5mb
报告摘要
2021 ESSENTIAL FACTS: ABOUT THE VIDEO GAME INDUSTRY
Core Content Overview
This report highlights the evolving landscape of the American video game playing community, particularly in the context of the post-pandemic era. It outlines the widespread engagement with video games across different demographics, the benefits associated with gaming, and the role of technology and parental involvement in shaping the gaming experience.
Main Points
-
Player Demographics:
- Nearly 227 million Americans play video games, with 67% of adults (age 18+) and 76% of children (under 18) being players.
- The average player is 31 years old.
- 80% of players are over 18 years old.
- 77% of players engage in online or in-person gaming at least weekly.
-
Gaming as a Social Activity:
- 74% of parents play games with their children at least weekly, up from 55% in 2020.
- 78% of players believe video games introduce new friendships and relationships.
- 54% of players have met people through games they otherwise would not have met.
- 53% of players say games help them stay connected to friends and family.
- 42% of players have met a good friend, spouse, or significant other through games.
-
Benefits of Gaming:
- 89% of Americans believe video games can bring together people of different backgrounds.
- 89% say games can create accessible experiences for people with different abilities.
- 87% say games provide mental stimulation.
- 87% say games provide stress relief.
- 81% say games help build teamwork and collaboration skills.
- 75% say games inspire people.
- 80% of Americans agree that video games can be educational.
- 75% agree that games can improve cognitive skills.
- 68% agree that games can improve creative skills.
- 53% agree that games help teach kids how to win and lose in a healthy manner.
-
Gaming Preferences and Habits:
- Casual games are the most popular, with 63% of players engaging regularly.
- Action games and shooter games are also widely played, with 39% and 39% respectively.
- Racing games and family games are preferred by 37% and 33% of players.
- Smartphones are the most commonly used device for gaming, with 57% of players.
- Game consoles and personal computers are used by 46% and 42% of players.
- 77% of players play for 3+ hours per week, with 51% playing 7+ hours per week.
-
Parental Involvement and Control:
- 86% of parents are aware of ESRB ratings, and 76% regularly use them.
- 82% of parents use parental control settings on their children's game devices.
- 90% of parents require their children to get permission before making real money purchases in games.
- 78% of parents have screen time rules for gaming.
- 77% of parents require their children to get permission to communicate with others online.
-
ESRB Rating Data:
- In 2020, 49% of games received an E (Everyone) rating.
- 16% received an E10+ (Everyone 10+) rating.
- 21% received a T (Teen) rating.
- 14% received an M (Mature) rating.
-
Industry Partners and Organizations:
- The Entertainment Software Association (ESA) represents the U.S. video game industry and advocates for its growth and protection.
- The ESA Foundation supports educational and social initiatives through scholarships and nonprofit partnerships.
- The ESRB provides age and content ratings to help parents make informed decisions about game content.
Key Information
- Video games have become a vital part of American life, offering entertainment, connection, and educational value.
- Gaming has grown more inclusive, with players from all ages, backgrounds, and platforms engaging together.
- Parents are increasingly involved in their children's gaming activities, using a mix of rules, ratings, and controls to manage the experience.
- The ESRB plays a crucial role in rating games, ensuring responsible marketing and user privacy.
- The ESA and its partners are committed to showcasing the positive impact of video games on individuals, culture, and the economy.
Conclusion
The 2021 Essential Facts report underscores the significance of video games in American society, highlighting their role in social connection, education, and entertainment. It reflects a growing and diverse community of players who use games to relax, bond, and grow, with strong support from industry organizations and parental involvement.
试读结束,高清完整版pdf/doc/ppt,请点下载