Industry facts (esa)

Páginas: 5 (1212 palabras) Publicado: 15 de marzo de 2011
Industry Facts
America's entertainment software industry creates a wide array of computer and video games to meet the demands and tastes of audiences as diverse as our nation's population. Today's gamers include millions of Americans of all ages and backgrounds.  In fact, more than two-thirds of all American households play games. This vast audience is fueling the growth of this multi-billiondollar industry and bringing jobs to communities across the nation.  Below is a list of the top 10 entertainment software industry facts:   
1. U.S. computer and video game software sales grew 22.9 percent in 2008 to $11.7 billion – more than quadrupling industry software sales since 1996.
2. Sixty-eight percent of American households play computer or video games. 
3. The average gameplayer is 35 years old and has been playing games for 12 years.
4. The average age of the most frequent game purchaser is 39 years old.
5. Forty percent of all game players are women. In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (34 percent) than boys age 17 or younger (18 percent).
6. In 2009, 25 percent of Americans over theage of 50 play video games, an increase from nine percent in 1999.
7. Thirty-seven percent of heads of households play games on a wireless device, such as a cell phone or PDA, up from 20 percent in 2002.
8. Eighty-four percent of all games sold in 2008 were rated "E" for Everyone, "T" for Teen, or "E10+" for Everyone 10+.  For more information on game ratings, please see www.esrb.org.9. Ninety-two percent of game players under the age of 18 report that their parents are present when they purchase or rent games.
10. Sixty-three percent of parents believe games are a positive part of their children’s lives.

Economic Data

Entertainment software is one of the fastest growing industries in the U.S. economy. The industry is creating jobs and producing revenue forcommunities across the nation.  In addition, the industry posted record sales in 2007 as video games continue to grow as an entertainment medium. 
Economic Impact
Video Games in the 21st Century: Economic Contributions of the U.S. Entertainment Software Industry is the first study that quantifies in detail the specific contributions of the U.S. entertainment software industry to the nation's economy.  Itwas conducted by Economists Incorporated and released by the ESA in November 2007.  The study found:
• Growth – From 2003 to 2006, the entertainment software industry's annual growth rate exceeded 17 percent.  Over the same period, the entire U.S. economy grew at a less than four percent rate.
• GDP – In 2006, the entertainment software industry's value added to U.S. Gross DomesticProduct (GDP) was $3.8 billion.  The industry also makes a disproportionate contribution to the real growth of the nation as whole.  For example, in 2005-06 the industry's contribution to real growth exceeded its share of GDP by more than four to one.
• Employment – The entertainment software industry also continues to grow as a source of employment.  For the four-year period 2002-06, directemployment for the industry grew at an annual rate of 4.4 percent.  Currently, computer and video game companies directly and indirectly employ more than 80,000 people in 31 states.  By 2009, it is projected that the industry will support over a quarter of a million American jobs.  The average salary for direct employees is $92,300, resulting in total national compensation of $2.2 billion. 
Thereport also shows that the entertainment software industry provides benefits to individual state economies. 
• Top 5 States – California, Washington, Texas, New York and Massachusetts currently have the highest concentration of video game jobs.  Collectively, these areas directly employ 16,604 workers and post 70 percent of the industry's total indirect employment.
• California – California...
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