E continuando nossa jornada pelos números que brilham e saltam aos olhos de qualquer um, podemos acompanhar as métricas avassaladoras dessa indústria colossal:
[quote float=”right”]The most popular video game genre in 2012 was “Action”[/quote]Consumers spent $20.77 billion on video games, hardware, and accessories in 2012. According to data released by The NPD Group, a global market research company, the video game industry posted strong sales in 2012, generating nearly $21 billion in revenue. Sales of game software and content, including games made for consoles, portable gaming devices and PCs, as well as digital games, downloadable content and social games, accounted for approximately $14.8 billion of that total. The most popular video game genre in 2012 was “Action,” which accounted for 22.3 percent of all games sold, while “Role-Playing” was the most popular computer game genre, accounting for nearly 28 percent of all games sold.
Purchases of digital content, including games, add-on content, mobile apps, subscriptions, and social networking games, accounted for 40 percent of game sales in 2012.
91% of games rated by the Entertainment Software Rating Board (ESRB) in 2012 received a rating of “E” for Everyone, “E10+” for Everyone 10+, or “T” for Teen. For more information on game ratings, please see www.esrb.org.
Parents are present when games are purchased or rented 89 percent of the time.
TOP 5 REASONS PARENTS PLAY WITH THEIR KID
It’s fun for the entire family: 85%
Because they’re asked to: 82%
It’s a good opportunity to socialize with their child: 78%
It’s a good opportunity to monitor game content: 57%
They enjoy playing video games as much as their child does: 49%
Paola Antonelli, senior curator of the Museum of Modern Art’s department of architecture and design:
[quote]I consider video games a form of design that is amazingly important today and that is going to become even more important in the future, because it is a way we interact with machines and screens.[/quote]
One study conducted by Economists Incorporated and was released by ESA in August, 2010. The study found:
- Growth – From 2005 to 2009, the entertainment software industry’s annual growth rate exceeded 10 percent. Over the same period, the entire U.S. economy grew at a rate of less than two percent.
- GDP – In 2009, the entertainment software industry’s value added to the U.S. Gross Domestic Product (GDP) was $4.9 billion.
- Employment – The entertainment software industry also continues to grow as a source of employment. For the four-year period of 2005-09, direct employment for the industry grew at an annual rate of 8.6 percent. Currently, computer and video game companies directly and indirectly employ more than 120,000 people in 34 states. The average salary for direct employees is $90,000, resulting in total national compensation of $2.9 billion.
The report also shows that the entertainment software industry provides benefits to individual state economies.
- Top 5 States – California, Texas, Washington, New York and Massachusetts currently have the highest number of video game jobs. Collectively, these areas directly employ over 22,000 workers and post nearly 71 percent of the industry’s total direct employment.
- California – California is the largest employer of computer and video game personnel in the nation, accounting for approximately 41 percent of total industry employment nationwide. These companies provided over $2.6 billion in direct and indirect compensation to Californians in 2009. California’s computer and video game industry grew by a real annual rate of 11.4 percent from 2005 to 2009, compared to a period of negative growth for the state’s overall economy, and added $2.1 billion to the state economy.
Other States – Virginia’s computer and video game industry continues to experience tremendous growth, expanding by 77 percent in 2009, and adding $38.5 million to the Commonwealth’s economy. Companies in Oregon have also witnessed a boom in industry growth in recent years, and more than doubled their contribution to the state’s economy from $51.6 million in 2005 to $106 million in 2009.
Fonte: Entertainment Software Association
Foto de capa por Taylor.McBride™