"According to the 2019 Evolution of Entertainment report from The NPD Group, 73% of Americans ages 2 and older play video games, an increase of 6 percentage points since June 2018."
Tag: video gamers
Since Nintendo debuted the first console in 1985, video games have taken America by storm and can now be played pretty much anywhere now that they’ve expanded from consoles and computers to mobile devices. This is great for the 67% of millennials who never outgrew their childhood gaming habits and play games monthly. But what good is that for advertisers who are targeting millennials, but aren’t selling video games?
"Esports fans are often described as simply “male millennials,” and the description often fits: Globally, men far outnumber women both as esports competitors and fans, reports Nielsen. That doesn’t mean women aren’t in the game, however. Females are engaging with esports, and at increasing rates. According to a recent Nielsen Esports Fan Insights survey, 22% of esports fans around the world are female. And in countries where organized esports have been around the longest, we see more gender parity in esports fandom."
"According to the Q3 2018 Games Market Dynamics: U.S. report from leading global information company The NPD Group, overall total industry consumer spending on video gaming in the U.S. reached $9.1 billion in the third quarter of 2018 (July-Sept.), an increase of 24% compared to the same time period last year."
"The new game Pokémon Go is certainly a popular craze, but is it good for your health?" Mirium Tucker asks. Pokémon Go involves the use of a smartphone app in a virtual scavenger hunt for cartoon characters, but in real locations. Dr. Margaret McCartney believes the game's health benefits may outweigh its well-documented risks.
Kids are moving away from home computers for gaming in droves. According to Kids and Gaming 2015, the latest report from The NPD Group, mobile devices are now most used for gaming among kids ages 2–17 (63%). This shift has occurred as now only 45% of kids ages 2–17 are gaming on a home computer, down 22 percentage points since 2013. This decline is seen among all of the kidsÛª age groups, but is most pronounced among those ages 2–5.
Blueshift Trends Tracker Research finds most gamers prefer to play on their computers, followed by smartphones, and then consoles. Revenue through smartphone gaming is set to outpace console gaming for the first time in 2015. Expect to see major players roll out smartphone adaptations of their most popular console games.
The demographics of video gamers is changing, as the entertainment form is enjoyed by an increasingly diverse consumer base. Adult women represent a significantly greater portion of the video game-playing population than boys age 17 or younger, and nearly half of all video game players are women, according to new research from the Entertainment Software Association (ESA). Women are 45% of the entire game playing population and 46% of the time are the most frequent game purchasers.
Growth in Kids' Gaming Population Outpacing General Population Growth of 2 — 17-year-olds in the U.S.
According to a new study by The NPD Group, the population growth of kids ages 2–17 increased 1.54% in the U.S., while the gaming population of that age group has grown 12.68%. Today, 91% of kids (approximately 64 million) ages 2–17 are gaming in the U.S. “Year-to-date through August 2011, kids comprised 44% of new physical software dollar sales, representing a vitally important consumer segment for the games industry,” said Anita Frazier, industry analyst, The NPD Group.