GAMING INDUSTRY OF THE WORLD World Trends International video game revenue is estimated to be $81.5B in 2014. This is more than double the revenue of the international film industry in 2013. The largest nations by video game revenues are the United States ($20.5B), China ($17.9B), and Japan ($12.2B). The largest regions are Asia ($36.8B), North America ($22.2B), and Western Europe ($15.4B). Estimated figure by 2015 - $70.1 billion Conventions Gaming conventions are an important showcase of the industry. The annual gamescom in Cologne (Germany) is the world's leading expo for video games. The E3 in Los Angeles (USA) is also of global importance, but is an event for industry insiders only. Other notable conventions and trade fairs include Tokyo Game Show (Japan), Brasil Game Show, EB Games Expo (Australia), KRI (Russia), ChinaJoy and the annual Game Developers Conference. Some publishers, developers and technology producers also have their own regular conventions, with BlizzCon, QuakeCon, Nvision and the X shows being prominent examples. USA “ Our industry has a remarkable upward trajectory. Computer and video games are a form of entertainment enjoyed by a diverse, worldwide consumer base that demonstrates immense energy and enthusiasm for games. With an exciting new generation of hardware, outstanding software, and unmatched creativity, technology, and content, our industry will continue to thrive in the years ahead.” — Michael D. Gallagher, president and CEO, Entertainment Software Association The Entertainment Software Association (ESA) is the trade association of the video game industry in the United States. It was formed in April 1994 as the Interactive Digital Software Association (IDSA) and renamed on July 16, 2003. It is based in Washington, D.C. Most of the top publishers in the gaming world (or their American subsidiaries) are members of ESA, including Capcom, Disney Interactive Studios, Electronic Arts, Konami, Microsoft, Namco Bandai Games, Nintendo, Sega, Sony Computer Entertainment, Square Enix, Take-Two Interactive, Ubisoft and Warner Bros. Interactive Entertainment. -------------------------------------------------------------------------------------------------------Percentage of total population playing video games – 59% Time spent per week by the average American gamer – 13 hours The average American household owns at least one - dedicated game console, PC or Smartphone - with an average of two gamers in each game-playing US household 51% of US households own a dedicated game console Among American households that own a device to play video games 88% console 51% smartphone, 41% wireless device -------------------------------------------------------------------------------------------------------GAMER DEMOGRAPHICS Average Age – 31 years Distribution – 29% - under 18 years 32% - 18-35 years 39% - 36+ years Source: http://www.statista.com/statistics/189582/age-of-us-video-gameplayers-since-2010/ Gender ratio – 52% male 48% female WHO BUYS COMPUTER AND VIDEO GAMES? The average age of the most frequent game purchaser – 35 years Of the most frequent game purchaser – 50% male 50% female 44% of game players state that computer and video games give them the most value for their money, compared with DVDs, music, or going out to the movies 48% of gamers said the quality of game graphics, an interesting storyline, a sequel to a favorite game, or word of mouth was the most important factor in their decision to purchase a computer or video game 21% of gamers said the price was the most important factor in their decision to purchase a computer or video game TYPES OF ONLINE GAMES PLAYED MOST OFTEN: CASUAL/SOCIAL GAMES – 30% PUZZLE/BOARD GAME/GAME SHOW/TRIVIA/CARD GAME – 28% ACTION/SPORTS/STRATEGY/ROLE-PLAYING – 24% PERSISTENT MULTI-PLAYER UNIVERSE – 11% OTHER – 8% TYPES OF MOBILE GAMES PLAYED MOST OFTEN: CASUAL/SOCIAL GAMES – 46% PUZZLE/BOARD GAME/GAME SHOW/TRIVIA/CARD GAME – 31% ACTION/SPORTS/STRATEGY/ROLE-PLAYING – 11% PERSISTENT MULTI-PLAYER UNIVERSE – 4% OTHER –9% A majority of gamers play games with their friends and family members – 18% play with parents 32% play with other family members 42% play with friends 14% play with spouse or significant other Gamers who are playing more video games than they did thee years ago are spending less time – 48% watching TV 47% going to the movies 47% watching movies at home -------------------------------------------------------------------------------------------------------PARENTS AND GAMES 88% of parents whose children play games believe the ESRB rating system is either very or somewhat helpful in choosing games for their children 85% of parents are aware of the ESRB rating system The Entertainment Software Rating Board (ESRB) is a self-regulatory organization that assigns age and content ratings, enforces industryadopted advertising guidelines, and ensures responsible online privacy principles for computer and video games in the United States and Canada. The ESRB was established in 1994 by the Entertainment Software Association in response to criticism of violent content found in video games such as Night Trap, Mortal Kombat, and other controversial video games portraying excessively violent or intense sexual situations. The board assigns ratings to games based on their content, using judgment similar to the motion picture rating systems used in many countries, using a combination of six age-based levels intended to aid consumers in determining a game's content and suitability, along with a system of "content descriptors" which detail specific types of content present in a particular game. The ESRB also maintains a code of ethics for the advertising and promotion of video games, ensuring that marketing materials for games display their ESRB ratings information, and are targeted to appropriate audiences. ESRB ratings have three parts: Rating Categories suggest age appropriateness Content Descriptors indicate content that may have triggered a particular rating and/or may be of interest or concern Interactive Elements inform about interactive aspects of a product, including users' ability to interact, the sharing of users' location with other users, or the fact that personal information may be shared with third parties Rating Categories: Early Childhood – content is intended for young children Everyone – content is generally suitable for all ages. May contain minimal cartoon, fantasy or mild violence and/or infrequent use of mild language Everyone 10+ – content is generally suitable for ages 10 and up. May contain more cartoon, fantasy or mild violence, mild language and/or minimal suggestive themes Teen – content is generally suitable for ages 13 and up. May contain violence, suggestive themes, crude humor, minimal blood, simulated gambling and/or infrequent use of strong language Mature – content is generally suitable for ages 17 and up. May contain intense violence, blood and gore, sexual content and/or strong language Adults Only – content suitable only for adults ages 18 and up. May include prolonged scenes of intense violence, graphic sexual content and/or gambling with real currency Rating Pending – not yet assigned a final ESRB rating. Appears only in advertising, marketing and promotional materials related to a game that is expected to carry an ESRB rating, and should be replaced by a game's rating once it has been assigned The US has no significant “ban list” for games. Most game censorship in the US is self-censorship by companies which desire positive public perception. For example, when Manhunt 2 received an Adults Only rating, it was not legally banned from sale in the US, but neither Sony nor Nintendo would allow it to be published, and GameStop wouldn’t have carried it as policy. Many games out of Japan, especially during the NES and SNES eras, were stripped of blood and nudity to appeal to what was perceived as a more conservative American audience. 87% of parents believe that the parental controls available in all new video game consoles are useful 95% of parents pay attention to the content of the games their children play 56% of parents believe video games are a positive part of their child’s life Families with Children Under 18 at Home See Benefits of Playing Computer and Video Games – 68% believe game play provides mental stimulation or education 58% believe game play helps to connect with friends 55% believe game play helps the family spend time together Top 5 reasons parents play games with their kids – 88% - It’s fun for the entire family 84% - Because they’re asked to 75% - It’s a good opportunity to socialize with their child 61% - It’s a good opportunity to monitor game content 47% - They enjoy playing video games as much as their child does -------------------------------------------------------------------------------------------------------Total consumer spend on games industry in 2013 – Content - $15.39 bn Hardware - $4.26 bn Accessories - $1.88 bn TOTAL – $21.53 bn Source: http://www.statista.com/statistics/201093/revenue-of-the-us-videogame-industry/ Top 10 selling video games of 2013 and their ESRB rating – 1. Grand Theft Auto V – Mature 2. Call of Duty: Ghosts – Mature 3. Madden Infl 25 – Everyone 4. Battlefield 4 – Mature 5. Assassin’s Creed IV: Black Flag – Mature 6. NBA 2K14 – Everyone 7. Call of Duty: Black Ops II – Mature 8. Just Dance 2014 – Everyone 10+ 9. Minecraft – Everyone 10+ 10. Disney Infinity – Everyone 10+ Top 10 selling computer games of 2013 and their ESRB rating – 1. Starcraft II: Heart of the Swarm Expansion Pack – Teen 2. Sim City 2013 – Everyone 10+ 3. The Sims 3: University Life Expansion Pack – Teen 4. The Sims 3: Starter Pack – Teen 5. The Sims 3 – Teen 6. The Sims 3: Island Paradise Expansion Pack – Teen 7. Starcraft II: Wings of Liberty – Teen 8. World of Warcraft: Mists of Pandaria Expansion Pack – Teen 9. Diablo III – Mature 10. The Sims 3: Supernatural Expansion Pack – Teen -------------------------------------------------------------------------------------------------------REFERENCES All statistics - http://www.theesa.com/ Ratings Guide - http://www.esrb.org/ratings/ratings_guide.jsp UK Fourth largest video game market in the world; second largest in Europe currently In 2009, the profits of Britain's video game industry exceeded those from its film industry for the first time. Total number of gamers in the UK – 34.7 M The United Kingdom's video game industry is estimated to employ a total of 7,000 people. According to the 2014 TIGA (The Independent Game developer Association) survey, reported in Making Games in the UK Today, the UK games industry employed 9,896 developers, and contributed £1 billion to GDP in 2013. Data from UCAS, the web portal for undergraduate degrees, reveal that 115 (higher education) institutions in the UK offered 315 specialist video games degrees (in 2013/14). We detect evidence of a positive link between the presence of games specialist courses and games industry clustering. Many major video game franchises are developed in the UK, including Grand Theft Auto, Tomb Raider, Burnout, LittleBigPlanet, Wipeout and Dirt. The country's main video game publisher is the ELSPA, and the primary video game developer is currently Tiga. The best-selling video game series made in the UK is Grand Theft Auto (primarily developed by Rockstar North in Edinburgh, Scotland) which the series has sold over 150 million copies as of September 2013, the recent instalment Grand Theft Auto V became the fastest-selling video game of all time by making $815.7 million (£511.8 million) in sales worldwide during the first 24 hours of the game's sale. Grand Theft Auto V went on to break several other records such as Bestselling action-adventure video game in 24 hours, Fastest entertainment property to gross $1 billion, Fastest video game to gross $1 billion, Highest grossing video game in 24 hours, Highest revenue generated by an entertainment product in 24 hours and Most viewed trailer for an actionadventure video game. (Reports as per Guinness World Records) -------------------------------------------------------------------------------------------------------GAMER DEMOGRAPHICS Average gamer is 35, married, earns £23k a year Gender ratio of gamers – Male – 55% Female – 45% The profile of gamers is fairly evenly distributed across age and gender, although there are more YOUNGER MALE gamers (16-25) than female. Average weekly hours per gamer – 8 hours Frequency of gaming – 24% weekly 7% monthly 9% less frequently 1 in 4 adults are playing games on a weekly basis. For non-gamers, a lack of interest in the category is the main barrier. Owns two consoles, 18 games and takes a month to complete one game Device used to game (Based on report by GameTrack Digest: Quarter 1 2014) – Consoles – 27% Handhelds – 12% Computers – 26% Smartphones – 23% Tablets – 16% Gamers’ activities and interests – Internet – 91% Travelling – 84% Television – 86% Music – 89% Film – 88% News/Current affairs – 73% Latest Technology – 76% Literature/Art – 49% Going out to bars/clubs – 50% Sports – 42% News about celebs/famous – 38% Gaming – 65% Why do gamers game? – Fun – 58% Entertaining – 56% Good at providing escapism – 45% Competitive – 42% Immersive – 34% Sociable – 22% Family oriented – 17% Informative/Educational – 8% Research has revealed that gaming isn’t always good news for relationships, with the average gamer rowing with their partner twice a week over their pastime. More than one in twenty of those in relationships say it is a constant source of their rows while 15 per cent have broken up with someone because of it. More than three quarters even admitted they don’t think they will ever grow out of their love for computer games. While the games are usually switched off by 11pm, gamers have stayed up as late as 1.12am engrossed in their contests. They will also spend around four hours queuing for a new game at a midnight store opening once a year. It also revealed that gamers have one child, work an average of 32 hours a week and drive a Ford, Vauxhall or BMW. The study also found the average video game fan has five online friends in the gaming community, with 29 per cent saying they have met at least one of those face-to-face. And while a third say they are most like to play games with ‘real-life’ friends in the same room, almost a quarter tend to play with friends remotely. It also emerged that the Wii is the most popular console to own, followed by a PlayStation 3 and an Xbox 360. -------------------------------------------------------------------------------------------------------The organizations responsible for rating video games in the UK are the British Board of Film Classification and PEGI (Pan European Game Information), the latter of which was elected to rate British games in 2009 and subsequently began doing so in July 2012. The PEGI Ratings: PEGI 3 - The content of games given this rating is considered suitable for all age groups. Some violence in a comical context (typically Bugs Bunny or Tom & Jerry cartoon-like forms of violence) is acceptable. The child should not be able to associate the character on the screen with real life characters, they should be totally fantasy. The game should not contain any sounds or pictures that are likely to scare or frighten young children. No bad language should be heard. PEGI 7 - Any game that would normally be rated at 3 but contains some possibly frightening scenes or sounds may be considered suitable in this category. PEGI 12 - Videogames that show violence of a slightly more graphic nature towards fantasy character and/or non graphic violence towards human-looking characters or recognisable animals, as well as videogames that show nudity of a slightly more graphic nature would fall in this age category. Any bad language in this category must be mild and fall short of sexual expletives. PEGI 16 - This rating is applied once the depiction of violence (or sexual activity) reaches a stage that looks the same as would be expected in real life. More extreme bad language, the concept of the use of tobacco and drugs and the depiction of criminal activities can be content of games that are rated 16. PEGI 18 - The adult classification is applied when the level of violence reaches a stage where it becomes a depiction of gross violence and/or includes elements of specific types of violence. Gross violence is the most difficult to define since it can be very subjective in many cases, but in general terms it can be classed as the depictions of violence that would make the viewer feel a sense of revulsion. For more info on the PEGI ratings board and restrictions, visit http://www.pegi.info/en/index/ The most recent controversy involved Manhunt 2, though Rockstar’s murderfest caused a stir everywhere. The British Board of Film Classification rejected the game, and its sale became illegal. David Cooke, director of the BBFC, commented, “There is sustained and cumulative casual sadism in the way in which these killings are committed.” But with some fairly significant edits (which were also required in the US and elsewhere), the game was eventually released in the UK. The only other controversy in recent memory involved Carmageddon. In order to be released, the game’s hapless pedestrians were replaced with robots, but after an appeal the game was released with its originally intended bloodiness intact. -------------------------------------------------------------------------------------------------------PARENTS AND GAMES 61% parents have children who play games UKIE (The Association of UK Interactive Entertainment) reveals results of a poll of over 1,000 parents of children under 18, highlighting that: 92% of parents recognise the benefits that playing video games can have on their children – Educational benefits - 58% Allow children to be creative - 53% Provide entertainment - 77% Other benefits cited include increased co-ordination, strategic thinking and team-work Parents would benefit from guidance on which video games are suitable for their families. Over 1 in 3 parents (34%) admit to having given in and bought a video game that was unsuitable for their child (before the PEGI system was put in place) 26% never play video games with their children, with mums and dads both equally unlikely to join in with the potential for family fun Top 5 reasons parents play games with their kids – To spend time with them – 42% They ask me to – 42% It’s a fun activity for the entire family – 39% Enjoy playing with them – 36% Health and fitness benefits – 20% Educational benefits – 19% Monitor what games they play – 14% Monitor how long they play for – 13% -------------------------------------------------------------------------------------------------------REFERENCES http://www.newzoo.com/infographics/infographic-the-uk-games-market/ http://www.dailymail.co.uk Interactive Software Federation of Europe (ISFE) Study JAPAN Main features of Japanese games – Realistic Philosophical (symbolic world, emphasis on diligence and tasks, exotic settings) Huge infusion of anime/manga World no.1 alongside China when it comes to iPhone/iPad games Console gaming in Japan – 1970s: Atari started the market 1980s: NEC, Nintendo and Sega 2000s: Nintendo, Sony and Microsoft Top Consoles Today – PlayStation 3 XBOX 360 Wii Consoles unique to Japanese market – PSX - hybrid of PS1, PS2 and XMB Panasonic Q - Hybrid of GameCube and DVD Player Dreamcast Divers 2000 CX1 Nintendo Astro Boy Game Boy Sony Gold Gundam PlayStation 2 PC gaming in Japan – 1970-1995 was the golden age of PC gaming, with NEC and Toshiba developing their own microprocessor used on PCs Advent of windows 95 led to the decline in overall PC gaming in Japan PC games share of the market is constantly being eroded by the increase in social and mobile gaming PC gaming lags behind as the least platform of adoption in Japan PC gaming in Japan has seen increased growth recently Historically PC games are usually a variant of console games Decline since mid 1990s Least popular game platform today Further eroded by social and mobile gaming Role playing most popular genre Trends PC gaming in Japan recently growing again Shift from physical media to online Shift from solo to social Good opportunity for foreign titles Japanese game development is often identified with the golden age of videogames - particularly Nintendo under Shigeru Miyamoto and Hiroshi Yamauchi, and Sega during the same time period - and its industry dominated the field during the 1980's and 1990's, remaining dominant until the 2000's. Prior to producing video games, Japanese companies like Sega, Taito, Namco and Nintendo were producers of electro-mechanical arcade games. Soon after the video game industry began in the early 1970s, many of these companies turned their attention to producing arcade video games. Japan eventually became a major exporter of video games during the golden age of arcade video games, an era that began with the release of Taito's Space Invaders in 1978 and ended around the mid-1980s. Following the North American video game crash of 1983, Japan went on to become the most dominant country within the global video game industry, since the release of the Nintendo Entertainment System and the third-generation of consoles. Japan's dominance within the industry would continue for the next two decades, up until Microsoft's Xbox consoles began challenging Sony and Nintendo in the 2000s. -------------------------------------------------------------------------------------------------------GAMER DEMOGRAPHICS Japanese gamers are predominantly male Gender ratio of gamers – 56% male 44% female Older women are increasingly involved in playing arcade games Age range of hardcore gamers is between 16-45 Age categories – 36% < 18 years 28% 18-35 years 36% > 36 years Japanese user preferences – Genre – 1. Action – 42.1% 2. RPG – 24.3% 3. Others – 9.4% 4. Action/Adventure – 4.5% 5. Adventure – 4.5% Preferences driven by culture and brand loyalty – Sony PS3 and Nintendo Wii dominate Xbox 360 has smaller following Role playing games popular among both genders Portable consoles popular due to long train commutes Platform usage (Game Consoles) – 37% less than once a week 25% everyday 15% 2/3 days a week 12% 4/5 days a week 11% once a week How long do they use the consoles for video games per day – 29% one hour during weekdays 22% less than 15 minutes 18% almost two hours 17% almost 30 minutes 14% more than 5 hours per day SOCIAL/MOBILE GAMING IN JAPAN – Early 2000s – Upswing in mobile gaming No. 1 platform for gaming in Japan today Downloaded as apps on smartphones Market Drivers – Low development costs Increase in mobile penetration Integration between mobile and social gaming through SNS Increased availability of smartphones Social gamers with moderate to high disposable income Mobile social game players in Japan (2011) – Engineers – 8% School students – 10% Part time workers – 12% Office workers – 13% Full time housewives – 14% Game developers and publishers continue to view Japan as a key market for localization, particularly for mobile games. With half of Japan's $10.8B game industry comprised of smartphone spending, European-based companies like SuperCell and King ensure key titles continue to have localization support for Japanese consumers, according to a 2014 VentureBeat article. Japan has long been considered the video game hotspot, and game developers and publishers continue to automatically localize their games for the market, as mobile gaming revenues have grown "five-fold in the last two years," and social gaming continues to outperform mobile (MarketResearch.com). Although Japanese video games often do sell well in Western markets, the reverse is not so in Japan. Foreign games often sell more poorly in Japanese markets due to differences in escapism. -------------------------------------------------------------------------------------------------------Censorship in Japan is an interesting subject, and could easily be an entire article all by itself. The country combines a rather freely exhibited sexuality, especially with regard to fetishistic material, with a strangely puritanical censorship regime that seems to date from the late 1940s. Games are rarely censored in Japan, with the exception of some pornographic censorship, which relates more to other laws than it does videogames. The Computer Entertainment Rating Organization (CERO) rates most games in Japan, and tends to hand out games lower (less mature) ratings than Western ratings boards. The Ethics Organization of Computer Software (EOCS) also rates games in Japan. For more info on the ratings board, please visit http://www.cero.gr.jp/e/rating.html -------------------------------------------------------------------------------------------------------REFERENCES Famitsu by Enterbrain Marketsurvey.com GERMANY Germany has the largest video games market in Europe, outpacing the United Kingdom. (As per 2013 statistical data collected by Newzoo and G.A.M.E Association) World rank revenue - #4 Revenue generated from games by German consumers in 2013 - €2.66 Bn, up 5% from 2012 Germany is no.1 in the world when it comes to the payer/player ratio with 70% of gamers paying for games Germany is one of the most important markets in the world – it is the largest single market within Europe with a share of 5.5% in the world market. Half of this revenue is “digital”, generated through digital distribution directly to consoles and PCs, online casual, social and MMO gaming as well as games played on smartphone and tablets. Consoles remain the largest segment, accounting for almost 50% of revenues. Tablets & smartphones combined make up 10.9% of the German games market. 16.8% of the German gamers play on all four screens: the Computer, Personal, Floating and Entertainment Screen. The Computer Screen is relatively popular in Germany with 92.7% of all gamers playing on it. Although quite a lot of the German gamers play on the personal screen/smartphone (68.7%) – the adoption of tablet gaming is still falling behind and this is one of the reasons that the floating screen (30.8%) is relatively unpopular in Germany. -------------------------------------------------------------------------------------------------------GAMER DEMOGRAPHICS Gender Ratio – Male – 52% Female – 48% 23% of adults are playing weekly. For non-gamers, a lack of interest in the category is the main barrier. Gaming is perceived as a fun and entertaining activity by the majority of gamers. There is a strong interest in technology amongst gamers (67% vs. 42% nongamers). Frequency of gaming – 23% - Weekly 10% - Monthly 10% - Less frequently Types of games played – Any video gaming – 42% Any packaged – 23% Any apps – 14% Any online – 32% Downloads – 21% Social – 13% Websites – 13% Multiplayer online – 9% Who does the gamer play with when connected to the internet? 26% - Always play on my own 26% - Play on my own most of the time 20% - Sometimes on my own/sometimes with other online players 5% - Play with other online players most of the time 2% - Always play with other online players 19% - Never play games online Who are the ‘others’ when playing with others? 54% - Friends (met in real life) 34% - Family/relatives 27% - Online strangers 26% - Friends (not met in real life) Gamer interests and activities – Music – 87% Internet – 91% Film – 84% Television – 78% Travelling – 75% News/Current affairs – 68% Latest technology – 67% Sports – 55% Literature/Art – 44% Going out to bars/clubs – 49% Gaming – 59% News about celebs/famous – 31% -------------------------------------------------------------------------------------------------------PARENTS AND GAMES 50% parents have children who play games 30% - Play games with their children 20% - Don’t play games with their children 47% - Their children don’t play games 3% - Don’t know Reasons parents play games with their children – 30% - To spend time with them 24% - Fun activity for all the family 23% - To monitor how long they play for 21% - They ask me to 21% - to monitor what games they play 20% - I enjoy playing with them 16% - Educational benefits 14% - Health and fitness benefits -------------------------------------------------------------------------------------------------------Within Germany there is a popular taste for historical trade simulations that exceeds that of many other countries, including home-grown ones such as 1602 A.D. and its sequels and The Patrician (video game). Indeed, 1503 A.D.: The New World and 1602 A.D. are considered the most successful German video games ever. First-person shooters have also been traditionally quite popular in recent years, which has become a controversial debate. There has been much discussion about the violent content of first-person shooter games, and as such these games, especially uncut versions, are highly coveted in gaming circles. It is possible that this popularity has arisen out of a desire to "rebel" against the state. Germany still feels the effects of World War II, and references to Adolf Hitler or depictions of the Swastika are strictly verboten. Germany has something unique — an “Index of Bad Things”, maintained by the impressively named Bundesprüfstelle für jugendgefährdende Medien, the Federal Department for Media Harmful to Young Persons. The Index, as it's colloquially known, is a listing of materials deemed, per title, harmful to young persons. Germany's censorship law specifically prevents material that "glorifies violence" while, like the rest of Europe, there's very little problem with depictions of sex or nudity. It’s in stark contrast to the US and Australia, where violent games are all right as long as everyone agrees to keep their unmentionables to themselves. Violence in video games is a controversial subject in Germany, and German localisations of violent games are often heavily cut by the publishers to permit a public release. Usually this entails a simple removal or reduction of depictions of blood and gore, but sometimes extends to cuts in the content or plot of the game, as was the case in games such as Counter-Strike and Grand Theft Auto. PEGI assigns ratings to video games in Germany. -------------------------------------------------------------------------------------------------------REFERENCES Newzoo Interactive Software Federation of Europe – www.isfe.eu/ SPAIN Spain is #2 in the world when it comes to gaming on multiple screens, with 31% of gamers playing on all four screens (computer, personal, floating, entertainment) Incidence of gaming amongst the online population is at 40% Online is the most popular form of gaming amongst the online population in Spain with higher incidence levels than the traditional packaged format. -------------------------------------------------------------------------------------------------------- GAMER PROFILE Gender Ratio – Male – 55% Female – 45% Device used to game – Consoles – 23% Handhelds – 12% Computers – 23% Smartphones – 19% Tablets – 10% Frequency of gaming – Weekly – 24% Monthly – 8% Less frequently – 9% 1 in 4 adults are playing weekly. For non-gamers, a lack of interest in the category is the main barrier. Gaming is perceived as an ‘entertaining’ and ‘fun’ activity by the majority of gamers. There is a strong interest in ‘technology’ amongst gamers (76% vs. 45% nongamers). Types of games played – Any video gaming – 40% Any packaged – 21% Any apps – 20% Any online – 31% Downloads – 17% Social – 17% Websites – 15% Multiplayer online – 10% Who does the gamer play with when connected to the internet? 24% - Always play on my own 19% - Play on my own most of the time 28% - Sometimes on my own/sometimes with other online players 8% - Play with other online players most of the time 4% - Always play with other online players 15% - Never play games online Who are the ‘others’ when playing with others? 56% - Friends (met in real life) 41% - Family/relatives 29% - Online strangers 29% - Friends (not met in real life) Gamer interests and activities – Music – 86% Internet – 90% Film – 80% Television – 68% Travelling – 87% News/Current affairs – 79% Latest technology – 76% Sports – 66% Literature/Art – 55% Going out to bars/clubs – 66% Gaming – 57% News about celebs/famous – 20% -------------------------------------------------------------------------------------------------------PARENTS AND GAMES 50% of parents have children who play games 29% - Play games with their children 22% - Don’t play games with their children 43% - Their children don’t play games 6% - Don’t know Reasons parents play games with their children – 33% - To spend time with them 32% - Fun activity for all the family 31% - They ask me to 31% - I enjoy playing with them 23% - Educational benefits 19% - Health and fitness benefits 10% - To monitor how long they play for 10% - to monitor what games they play -------------------------------------------------------------------------------------------------------PEGI assigns ratings to video games in Spain. -------------------------------------------------------------------------------------------------------REFERENCES Newzoo Interactive Software Federation of Europe – www.isfe.eu/