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Here's a cool little summary I found of a recent ISFE study. That's the Interactive Software Federation of Europe and that means these findings could probably be slightly biased so read with a grain of salt.
ISFE revealed new
research findings that reflect the evolving trends among European
videogame players. Across 15 markets, people between the ages of 16 and
49 said they spend nearly as much time gaming as they do watching TV or
socializing with family and friends, and opt for gaming as a fun way to
spend time while stimulating the imagination and staying mentally fit .
The
results of the research project, conducted by Nielsen Games on behalf
of ISFE, demonstrate the current make up of the European market for
videogames. The findings put to rest some commonly held misperceptions
about today’s gaming community.
- Videogames rate among top
common leisure activities for Europeans. 40% of people play between 6
-14 hours a week, alongside time spent watching TV, surfing the
Internet or visiting with friends and family
- Videogames are
recognized as offering unique benefits in relation to other mainstream
entertainment such as TV and film. 72% play videogames for fun, 57%
play as a way to stimulate the imagination, 45% say gaming makes them
think. The social aspect of gaming online with others is a strong
secondary motivator for game players
- Europeans are playing
responsibly at home. 81% of parents who game do so with their children.
More than half of gaming parents always monitor what games their
children play, as well as their game purchase choices
- For
non-gamers, there appears to be little to no negative sentiment towards
videogames. Half of those who don’t play (48%) cite simple lack of time
as main reason for not playing videogames.
Jens Uwe Intat,
Chairman of the ISFE board said: “Our research findings cement what
those who work in the industry understand as a given, namely that
videogames hold a recognized place in today’s entertainment culture.
The people that are videogaming today are of all ages, of both genders
and of all nationalities. As an industry, we offer a huge variety of
entertainment choices for all tastes and skill levels, and adult tax
payers, grandparents and kids alike are playing in the way that suits
them best.”
Recognition of PEGI, the European age rating system for videogames
Across
the 15 countries surveyed, recognition of the Pan European Gaming
Information (PEGI) age rating symbols is nearly universal (93%). When
considering the PEGI age rating symbols, almost half of all parents
surveyed said they find the current system either ‘extremely useful’ or
‘very useful’.
“With about 70% of the top selling games within
the major European regions being rated 3+, there is a great variety
of games that are suitable not only for the so called ‘hard core
gamer’, but actually for the entire family. Parents have a great choice
today when it comes to choosing a game for their kids, it is great to
see that PEGI ratings and descriptors are proving to be recognized as a
helpful tool by parents”, adds Patrice Chazerand, Secretary General of
ISFE.
Key European markets driving sector growth
The
European market represents a greater share of global videogame-related
sales than ever before. In 2007, interactive software sales in nine
major European markets reached an estimated level of €7.3 billion ($11.5B U.S.).
Representing games software alone (i.e. the games themselves, excluding
the revenue generated by sales of hardware), this figure represents an
increase of 25% year on year. The UK alone generated €2.3 billion in
revenue, followed by France (€1.6bn), Germany (€1.4bn), Spain (€0.7bn)
and Italy €0.6bn).
Profile of Gamers: A Snapshot across Europe
Based
on a nationally representative sample from the UK, Finland and Spain, chosen to represent a range of European geographies and stages of
market development, the proportion of the adult population playing
video games has reached very significant levels:
- In the UK, 37
% of the population aged between 16 and 49 describe themselves as
active gamers defined as currently playing games on a console, handheld
device or PC. The same is true for 28% of the population in Spain and
Finland.
- Videogames are not restricted to the ‘younger crowd’;
33% of those aged 30 to 49 in the UK classify themselves as active
gamers, followed by 23% in Finland and 16% in Spain.
- Females
represent a sizeable proportion of the games market: 29% of women aged
16 to 49 in the UK, and 18% in Spain and Finland, describe themselves
as active gamers.
- Over six in ten gamers say they play online.
Online gaming transcends gender and age, with 62% stating online play
as a key part of the overall gaming experience.
- Two in ten
European gamers have completed graduate or post graduate degrees. 17%
of gamers categorized themselves in professional or service-related
industries (i.e. law, medicine, banking), while a further 12% said they
work in sales, entrepreneurial areas or management.
- 72% of
European gamers use their games console as a multimedia device for
broader media activities such as accessing the Internet, playing DVDs
or listening to MP3’s.
While comparing Americans to Europeans is apples to Oranges (there's a lot of citrus here in Europe) it is nice to see that the world's largest gaming market is catching up on the worlds more active gaming market. $18B last year in America versus $11.5B in Europe where the culture is not known for such active gaming...I think I see a changing trend here.
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