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Home | | Statistics

Study Finds Some Kids Spending More Time Gaming

GameSpot reports that a new study from the NPD Group found that 1/3 of kids are spending more time playing games than they did a year ago. Does that mean the other 2/3rds are spending about the same amount of time gaming as last year or less time?
Of the nearly 3,500 children between the ages of 2 and 17 that the NPD surveyed, one-third responded that they are spending more time playing games than they did a year ago. As of press time, an NPD representative had not returned GameSpot's request for comment on how the habits of the remaining two-thirds had changed.

The report also found that PCs are the primary gaming platform for kids, with children starting to game on the system at age 6, and continuing through the age of 17, the longest stretch of time of any gaming system measured. According to the NPD, the "gaming lifecycle" begins with kid-focused systems.

As boys get older, they migrate to plug-and-play TV games, then previous-generation consoles and handhelds. At age 10, they move to cell-phone gaming and the current crop of systems from Nintendo, Sony, and Microsoft. On the other hand, girls tend to leave gaming behind as they get older.

NPD Group analyst Anita Frazier said in a statement that the switch from casual to core gamer happens between the ages of 6 and 8, which suggests that this span of time is "a critical age at which to capture the future gamers of the world."
Kids in the 12-17 year range spend about ten hours each week playing video games according to the study. A press release about the study can be found here on the NPD Group's website.


Posted on October 16, 2007
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Study Finds Kids Play M-Rated Games

A study of 1,254 Pennsylvania and South Carolina 7th and 8th graders in the Journal of Adolescent Health found that 80% had played video games in the past 6 months. The study found nearly half of the 80% who were gamers played at least one M-rated game on a regular basis. This isn't unexpected since these are M-rated games the kids are playing not Adult-Only rated games.
Of 1254 participants (53% female, 47% male), only 80 reported playing no electronic games in the previous 6 months. Of 1126 children who listed frequently played game titles, almost half (48.8%) played at least one violent (mature-rated) game regularly (67.9% of boys and 29.2% of girls). One third of boys and 10.7% of girls play games nearly every day; only 1 in 20 plays often or always with a parent. Playing M-rated games is positively correlated (p < .001) with being male, frequent game play, playing with strangers over the Internet, having a game system and computer in one’s bedroom, and using games to manage anger.
So nearly half of the kids played an M-rated game regularly. M-rated games are recommended for ages 17+ because they may contain intense violence, gore, sexual content and/or strong language. It would be interesting to see similar stats of how many kids have seen an R-rated film for comparison. It seems likely that a good percentage of kids this age regularly see an R-rated movie - especially kids with access to cable or satellite television. The ESRB's rating guide can be found here. (via ActionTrip)

ESRB M Rating


Posted on September 26, 2007
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Study: Games Reduce Homework Time

Reuters reports that a new study has found that playing video games reduces homework time by as much as 30% for boys and girls. However, the study found the amount of time kids spent with family and friends was not affected.
Boys who play video games on school days spend 30 percent less time reading and girls spend 34 percent less time doing homework than those who do not play such games, U.S. researchers said on Monday.

But they said video games do not appear to interfere significantly with time spent with family and friends.

"Gamers did spend less time reading and doing homework. But they didn't spend less time interacting with their parents or their friends, nor did they spend less time in sports or active leisure activities," said Hope Cummings of the University of Michigan, whose study appears in the Archives of Pediatrics and Adolescent Medicine.

The study comes as U.S. doctors voice growing concern about the long-term effects of video games.
For some reason gaming affected boys and girls differently: boy gamers did less reading homework and girl gamers did less non-reading homework. One expert involved in the study and interviewed by Reuters said the study could mean that gamers are completing their homework and reading assignments faster than non-gamers. Hope Cummings of the University of Michigan told Reuters that "Gamers may actually be more effective in completing homework assignments, and as a result, they spend less time doing homework. We need to look deeper into what is going on." That would obviously be the most optimistic view of the study's results from a gamers perspective.


Posted on July 5, 2007
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Study Finds Average Gamer is Forty-One

A new study from Comscore has found that the average gamer is 41 years of age and has an average income of $55,000. The study also found there are now more female gamers -- 52 percent were female.
comScore Media Metrix, the leader in digital media measurement, today released the second quarter results of Game Metrix, a quarterly syndicated study analyzing gamers' cross-platform behaviors and attitudes. The study combines the passive observation of online behavior, including visitation to online gaming and gaming information sites, with the results of a survey of 800 respondents who provided their attitudes regarding gaming and other usage information.

Contrary to popular belief that gamers are primarily teenage boys, results of the study indicate that video games have much broader appeal. On average, gamers are 41 years of age with an average annual income of $55,000. Further, females account for 52 percent of the gaming audience. The average gamer has been online for nine years and 84 percent have broadband access at home.
The study also found that previous gaming experiences and word-of-mouth are the main motivating factors behind purchases of new games. The top reasons were "I played it before and liked it"; "It's a sequel to a game that I like"; and "I heard good things about it." Other purchase reasons including reading a review, watching an ad, price and "wanted to demo the game."
"The most popular drivers for purchasing games seem to fall into two basic categories - game experience and word-of-mouth," commented Erin Hunter, executive vice president of comScore’s Media and Entertainment Group. "These findings underscore the importance of marketing to, and listening to, experienced gamers. Familiarity with a particular game can influence both the gamers' direct purchase behavior, as well others' purchase behavior through positive word-of-mouth."
The study also found that heavy gamers (who played games at least 16 hours per week or played games on two or more devices for at least 11 hours per week) were more acceptable of some forms of in-game advertising. You can read the results from the study here. Adotas has an article about the new study of gamers.


Posted on September 27, 2006
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Impressive Second Life Stats and Tringo

TringoThe B2Day blog has posted stats for the last 30 days for the virtual game Second Life. The numbers are very impressive.
  • 70,000 residents
  • 240,000 items created
  • $6.5 million internal economy
  • 75 million IMs
  • Players spend 25% of their time creating virtual objects
  • That's one active community. B2Day says if Second Life had to pay programmers to duplicate all of the content and virtual objects created by Second Lifers it would "cost $400 million a year." B2Day also says that a popular Bingo-like game inside the Second Life game called Tringo is going to become a real Game Boy game. The Second Life newsletter also has an article about Tringo and Donnorwood Media's purchase of the rights to the game.
    In a revolutionary first, the Resident-made game that swept Second Life will be commercially licensed to sweep the world-beginning with the Game Developers Conference. It began as a simple, multiplayer board game with elements of Bingo and a fast-action jigsaw arcade game, created by Australian Resident Kermitt Quirk. Since its appearance in Second Life this year, however, the addictive gameplay of Tringo has dazzled Residents beyond all expectations. In recent weeks, for example, one in four Resident-run events were based around Tringo matches.

    One Resident took particular interest in Tringo, but he wasn't just a fan. He also happened to be Sean Ryan, former CEO of Real Networks, now founder of Donnorwood Media. After some heavy in-world negotiations, Kermitt sold the worldwide licensing rights for Tringo to Donnorwood, and in the process, business history was made: a game originally created in an online world had been sold by its designer for commercial distribution outside it.


    Posted on March 8, 2006
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    Gamers Love Playing the Bad Guy

    The Associated Press reports that a new survey has found that teens love to play the villain in games. The survey found that overall 59% of gamers survey like to play the bad guy and in teens the percentage climbed to 62%.
    Sean Kang, Director of Strategy, the man responsible for identifying social and cultural trends for NCsoft Europe says, "Online games have thriving social communities, and it's only natural that they, as gamers, should follow similar trends to followers of other forms of media. Films, videogames, comic books, all borrow from each other and it's often the same audience being entertained. And right now, villains are in."

    Eurogamer editor Kristan Reed says, "There's an inherently dark side to even the godliest soul. Videogames give us the chance to indulge in the sinister glamour of playing the bad guy - and all without fear of being locked up for it. Games have definitely become darker over the years, and some of the most popular titles have been the ones that have recognized that we all love playing the villain."
    The survey certainly explains the success of popular games where people get to play bad guys like in Grand Theft Auto: San Andreas. A GameCloud article about playing the bad guy mentions a few villain games like City of Villains, Burnout Revenge, Vice City and 25 to Life. The article includes an interesting quote from Greg Goodrich at Vivendi Universal.
    Vivendi Universal Vice President Greg Goodrich had a humorous take on the issue: "I guess it all depends on the genre you are speaking of and your definition of a 'villain'. In Star Wars I like to play as 'The Empire'. In Warcraft I prefer 'The Horde', both villainous factions. Obviously, our societal limitations do not allow me to blow up a planet nor do they allow me to hunt Night Elves with extreme prejudice, so glorifying these activities in a video game should not make the socially conscious too upset. Games to me have always been about escaping into a world that I could not otherwise be an active participant. They are fun because my normal daily activities do not include running from the police, jumping from buildings, or casting fire bolts from the tips of my fingers. From the most basic level, this is why we have fun playing games. We are empowered with abilities we would not normally have. If we were limited to paintballs, speed limits and flag football, we would not have the desire to play them virtually. However, there is one case example that I know of in gaming that glorifies villainous activities which should neither be glorified nor condoned. You should absolutely not be allowed to play The Yankees in MVP Baseball."


    Posted on November 1, 2005
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    Study Finds Kids Game Daily

    Business Week reports the results of an unsurprising study that found 61% of kids under 16 play video games daily. There was one surprise and that was that kids prefer playing games on the PC.
    According to a recent study from Netherlands-based marketing agency JuniorSeniorResearch, video games have become a central part of the lives of today's children. The study polled 4,000 kids up to the age of 15-years-old (both boys and girls) and discovered that 61 percent play video games on a daily basis.

    Interestingly, with all the focus on consoles and handhelds in this industry, the study found that a large majority (65 percent) of children prefer playing games on the PC. Also, only a small percentage (12 percent) admitted to copying their games from friends, despite the fact that PC titles are much easier to duplicate than console games.
    The PC preference is very interesting considering the upcoming mega consule launches for the holidays. Maybe the new consules will change kids preference back to using consules.


    Posted on September 1, 2005
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    Video Game Sales Soar

    According to The NPD Group, first quarter 2005 U.S. retail sales of video games, which include portable and console hardware, software and accessories, saw sales of over $2.2B billion -- a 23 percent increase over the same period last year. Total unit sales increased 18 percent over first quarter 2004, selling nearly 63 million units. The top five bestselling games were Gran Turismo 4, Grand Theft Auto: San Andreas, Resident Evil 4, MVP Baseball 2005 and Zelda: The Minish Cap.

    Posted on April 29, 2005
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    Study Finds Gamers Prefer Wal-Mart and Best Buy

    A new survey from Phoenix Marketing International found that gamers prefer shopping at Wal-Mart and Best Buy for video game purchases. More than half of the respondents surveyed in the market research study indicate that Wal-Mart is number one with Best Buy coming in second. More than a 15 percentage point spread separates Best Buy from their nearest competitor. The survey found that younger gamers prefer specialty gaming retailers like Electronics Boutique and GameStop. Earlier this month PhoenixMI reported the results of another study that found that PlayStation 2 will be the most purchased gaming system this holiday season. More than one-quarter of all households are prepared to purchase another gaming system this year -- whether it be a PS2, Xbox, or even a new PC.

    Posted on December 1, 2004
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    Kids Choose Games Over Traditional Toys

    Games are grabbing more and more of children's playing time while traditional toys are quickly becoming the forgotten toys -- just like in the hit animation children's film, Toy Story. A recent Time magazine article points out that sales for traditional toys fell 5% from January to September of this year while game sales have surged 7% over last year's game sales. Another sign of the demise of traditional toys is news that Toys "R" Us plans to close toys stores and focus more of its resources on Babies "R" Us, its brand of baby stores. Time also reports that toymakers are fighting for shelf space with video games and sales of action figures are shrinking as gamers start gaming at a younger and younger age. Time magazine cited a study that found "nearly half of U.S. children start on video games at 4 to 5 years old — and 20% at age 3 or younger."

    Posted on November 29, 2004
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