E3 2000

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IDSA new survey

 

LOS ANGELES—May 11, 2000 — Survey results released today by the Interactive Digital Software Association (IDSA), the trade group representing computer and video game publishers, show that an overwhelming percentage of computer and video game players play with friends and family, confirming the view that interactive entertainment brings people together and burying the myth that games are not a social activity.

The results of the IDSA’s fifth annual consumer survey, released today at the Electronic Entertainment Expo, reveal that fifty-nine percent of respondents play with friends, and most play with a member or members of their family, whether their siblings, spouses, a parent or extended family. Thirty-three percent play with brothers and/or sisters, 27 percent play with their spouse, 25 percent play with their parents, and a whopping 43 percent play with other family members.

“There are many reasons why sixty percent of all Americans – or about 145 million people – play computer and video games, and the fact that they are a social activity is chief among them,” said Douglas Lowenstein president of the IDSA. “As home computers have become more ubiquitous and consoles have spread into millions of new homes, the user base has broadened to include Moms and Dads, husbands and wives, brothers and sisters, friends and neighbors. In short, everyone is playing computer and video games, and they’re playing them together.”

Indeed, the fact that interactive games are a social activity that can be enjoyed with family and friends was one of the top five reasons (37 percent) that frequent users cited for liking games. More than half also said that games are a great stress reliever (55 percent). Other top reasons included the fact that games are challenging (78 percent), they provide a lot of entertainment value for the money (49 percent) and they are engrossing (39 percent).

Most Fun Activity Three Years in a Row

The study also found that for the third consecutive year, an astonishing 35 percent of all Americans identified computer and video games as the most fun entertainment activity. A distant second was watching television (18 percent), then surfing the Internet (15 percent), reading books (13 percent), going out to the movies (11 percent), renting movies (6 percent) and lastly, pay-per-view television (0.5 percent).

Other Survey Highlights

Of the frequent users who play computer games, 28 percent are under eighteen years old, 30 percent are between 18 and 35 years old and 42 percent are over 35 years old. Of the frequent users who play on video game consoles, 42 percent are under eighteen years old, 37 percent are between 18 and 35 years old and 21 percent are over 35 years old.

Computer and video games were predicted by frequent users to be a close second behind the Internet as the most popular form of entertainment in ten years. The Internet, including Internet games, topped the list with 31 percent, computer and video games with 28 percent, DVD/VCR movies with 21 percent, television with 11 percent, and movies in the theatres, pay-per-view television, reading books and audio CD’s all under 4 percent.

For the third consecutive year, PC owners say they use their computers more for playing games than for any other application, including word processing, web-surfing, and email.

Ninety-seven percent of all people who actually purchase computer games, and 87 percent of those who purchase video console games, are 18 years old or older. Of those under 18 who purchase games, 84 percent say they get their parents permission before doing so.

The annual survey was conducted by the Custom Research Division of the NPD Group for the IDSA. The study is the most in-depth and targeted survey of its kind, gathering data from more than 1,621 nationally representative households that have been identified as owning either or both a video game console or a personal computer used to run entertainment software.

 

Other Information Facts

Video/PC games represent the fastest growing segment in the entertainment industry.

  • The video and computer game industry was the fastest growing segment of all entertainment industries in 1998.

  • The video game and computer game industry grew more than 25 percent in 1998 on a revenue basis. By comparison, motion picture box office receipts grew by 9.2 percent in 1998. (Source: MPAA)

  • In 1998, the industry grew 35 percent on a unit basis to 181 million units, nearly the equivalent of almost two games for every household in America.

The prevalence of personal computers and video game consoles in American society creates a growing market for PC, video and online games.

  • IDSA’s Online Gaming Attitude and Usage Study indicates 45 percent of U.S. homes have PCs, representing a 13 percent increase in household penetration for the year. And, since entertainment software is the number one application used on all PCs, the growing availability of brand-name computers costing less than $1,000 will likely continue stimulate interest in PC and online games.

  • More than half of U.S. households will have PCs by the end of the year 2000, expanding the potential market for PC and online gaming.

  1. Household penetration of "next generation" game consoles has grown from six million in 1996 to an estimated 25-30 million in U.S. homes at the end of 1998, and is projected to reach 35-40 million by the end of 1999.

What’s going to happen next?

In a recent survey of interactive entertainment industry CEOs, the IDSA found a high degree of confidence in the continued growth of the market.

Domestic Growth

  • The survey found that 60 percent of the executives responding forecast that video game console sales will rise at least another 15-20 percent this year.

  • The survey revealed, nine out of 10 responding executives believe the market will support both premium prices for high quality games as well as lower priced games tapping into the casual gamer market.

How will gamers get software in the future?

  • DVD-ROM is predicted to have the biggest impact on the way gamers receive software in the next two years, selected by 65 percent of CEO respondents over other interactive entertainment delivery systems such as high-speed telephone download (13 percent), cable delivery (9 percent of respondents), and set-top Internet box (4 percent).

  • All respondents predict that consumers will continue to purchase the overwhelming majority of software through traditional retail outlets over the next five years, rather than through the Internet.

  • Online gaming continues to grow as an important part of the interactive entertainment industry. One third (32 percent) of Internet users — both game players and non-players — now play games online. Nearly half of online game players (43 percent) say they have played online for only one year or less, reflecting online gaming’s relatively new audience and growth potential.

The overall impact of interactive games on the U.S. economy is staggering.

  • According to the "Economic Impact of the Interactive Entertainment/ Edutainment Software Industry Report," conducted bi-annually by the IDSA in association with Coopers & Lybrand L.L.P. , the interactive entertainment industry generated $16 billion in overall economic activity in 1997, not including computer and video game hardware sales.

  • Interactive entertainment software industry directly generated revenues of $5.5 billion in 1998 from the sale of computer, video, and Internet games and edutainment software. In addition, video game rentals accounted for $800 million in revenue.

  • $1.3 billion was generated by the licensing and distribution of these products and through supplying original equipment manufacturers.

  • $9.6 billion in indirect economic impact in related industries, such as packaging and printing, retail, talent and equipment manufacturing, was generated.

Employment trends set a standard for other industries.

  • The interactive entertainment industry directly employs at least 50,000 workers in the United States and 17,000 more internationally.

  • In fact, the industry's rapid growth helped create 20,000 new jobs in a variety of American businesses last year alone.

  • In the past two years, the expansion in the industry's work force has topped 18 percent, compared to an average decline of 2.5 percent in the work force of Fortune 500 companies.

Investment spending on research and development — the backbone of the video/PC game industry — continues to pay off.

  • In 1998, interactive entertainment businesses invested approximately $2 billion in new technology research and development, translating into an increase in R&D spending of 20 percent by the average company in 1997.

  • Entertainment software companies' rate of productivity is high and growing. The industry's growth in revenues-per-employee ratio -- a measurement of how effectively an industry utilizes its employee base to generate sales -- was more than double that of the average Fortune 500 company last year.

STEALING: GAME OVER — PIRACY STEALS BILLIONS OF DOLLARS FROM VIDEO GAME AND PC GAME COMPANIES

Piracy cheats the interactive entertainment industry and its customers.

  • The U.S. video game and PC game companies lost more than $3.2 billion worldwide in 1998 to pirates who copied and distributed games without permission, not including losses caused by Internet piracy.

  • With the money lost to piracy last year, U.S. game publishers could have developed about 1,600 new games.

  • The IDSA’s $3.2 billion figure covers 58 countries. The largest entertainment software losses are attributed to piracy in China where 95 percent of the game market is pirated product ($1.42 billion).

  • There are more than 50 nations that do not provide adequate protection for U.S. software copyrights.

  • The nations and territories at the top of the video game and PC game piracy list include: Greater China, Russian Federation, Mexico and Hong Kong. Other markets contributing to serious entertainment software piracy are Thailand, Malaysia and Paraguay.

Progress is being made in the fight against piracy, thanks in part to IDSA activities.

  • In recent months, the IDSA has shut down more than 200 web sites offering pirated entertainment software for sale or for free downloads.

  • The IDSA has a comprehensive year-round domestic anti-piracy campaign, including education, enforcement and policy work.

  • The IDSA currently has anti-piracy programs on the ground in Paraguay and Hong Kong, and will continue to use its resources to ensure that worldwide piracy is curtailed.

WHO’S PLAYING GAMES? SURPRISE — IT’S NOT JUST WHO YOU THINK.

This isn’t a boys club — women (and girls) are making interactive entertainment part of their lives.

  • According to the IDSA’s fourth annual Video and PC Game Industry Trends Survey, more women are playing games than ever. Thirty five percent of console game players and more than 43 percent of PC gamers are women, a slight increase over last year.

  • Women are purchasing just as much video/PC entertainment software as men. In 1999 49 percent of PC entertainment software buyers were women, while 51 percent of console software purchasers were women.

Today’s video/PC gamer is older, more educated and more affluent.

  • Contrary to popular belief that video and PC games are only for kids, nine out of 10 of all purchasers of video game software are over 18 years of age, suggesting that adults can control the games that come into their homes using the ESRB rating system as a guide.

  • The genres of interactive games are as diverse as those who play them. The survey suggests that Americans are most likely to purchase the following types of PC games: 1) Puzzle/Board/Card/Learning games; 2) Action Games and Strategy, 3) Driving/Racing and Adventure/Role Play games.

  • As for console games, the popularity order is: 1) Action games; 2) Puzzle/Board/Card and Driving/Racing games; 3) Adventure/Role Play games.

  • Entertainment software users are well-educated. Three-quarters (74 percent) have attended some college, earned bachelor’s degree and/or completed post graduate work.

  • More than half (51.2 percent) of households that own both a PC and dedicated game console earn more than $50,000 a year.

Gamer satisfaction tells the story — the quality of game play surpasses both traditional and high-tech entertainment options.

  • Playing video/PC games was the second most popular entertainment activity among the most frequent users of entertainment software, according to the IDSA’s 1999 Video and PC Game Industry Trends Survey.

    • Watching television

    • Playing video/PC games

    • Reading books

    • Surfing the Internet

    • Renting videos

    • Going to the movies

    When asked to rank the most fun entertainment activity, frequent users put video/PC games at the top of the list:

  • Playing video/PC games (34 percent)

  • Watching television (18 percent)

  • Going to the movies (16 percent)

  • Surfing the Internet (15.5 percent)

  • Reading books (15.5 percent)

  • Entertainment software is the number one application used on PCs, followed by word processing software, business/finance programs and online activities.

What are the most popular types of games?

  • The most popular types of games purchased in the 12 months preceding the study for all platforms are:

  • Action (purchased by 30.3 percent of PC users and 48.4 percent of console users)

  • Sports (24.7 percent of PC users, 37.6 percent of console users)

  • Puzzle/board/card games (32.6 percent of PC users, 34.2 percent of console users)

Most video/PC games are appropriate for all ages.

  • 70 percent of the games rated by the Entertainment Software Rating Board (ESRB) were rated "Everyone," or appropriate for all audiences.

ARE YOU ONLINE? GAMERS ARE.

The boom of the Internet has spawned an entirely new form of interactive entertainment — online gaming.

  • According to figures from the IDSA’s Online Gaming Attitude and Usage Study, one-third of people on the Internet now play online games regularly.

  • The most surprising online gaming finding is the people who are playing. Surprisingly, female gamers are more likely than male gamers (53 percent vs. 46 percent) to play games online (though men are the majority of players of traditional game genres such as action, role playing and simulation games).

  • Male and female online gamers prefer different types of games, with female gamers preferring quiz, trivia and contests games, while male gamers select action games as their favorite type of online game.

  • People who play online games spend an average of three hours per week playing games online and an average of 5.4 hours per week playing offline games on their PCs.

  • Online gaming is in the early stages of a growth surge. Forty-three percent of those playing online games have been doing so for less than one year.

Online gamers represent a segment of the video/PC game industry that is affluent, educated and computer-savvy.

  • Online gamers are an affluent and well-educated group. Nearly 40 percent of online game players have household incomes of $60,000 or more. Eighty-eight percent of online gamers have at least some college education and 17 percent have a post graduate degree.

  • The vast majority of online gamers are adults. Seventy-nine percent of online gamer are between the ages of 25-55, with 60 percent of these in the 25-44 year old age bracket.

  • The most popular online games include:

    • Quiz/trivia contests (played by 31 percent of online gamers)

    • Card games (24 percent)

    • Board games (22 percent)

    • Action games (19 percent)

    The majority of online game players play at home (95 percent) while 21 percent play at work.

 

  For more information their site at:

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