Smart Pants released their annual Young Love study of the brands that 6-12 year old kids and their parents love most. The top 100 list is available here. Kids participate in more than $500 billion in consumer spending each year, according to Smarty Pants.
Here are the ranks of the interactive entertainment brands on the list:
The 2009 UK National Gamers Survey (www.nationalgamerssurvey.co.uk) is part of a series of identical national nationwide surveys conducted by TNS and Gamesindustry.com in the Netherlands, France, Germany, the United Kingdom, Belgium and the United States amongst more than 13,000 respondents in total. The series is branded Today’s Gamers (www.todaysgamers.com). Five firms were partners in the survey’s launch: RealGames (Zylom), Keesing Games, RTL Group, GamePoint and SPIL GAMES. Both the national and international reports are available as of this moment as well as raw data for custom queries. The UK survey was conducted among 2,226 respondents aged eight and above from June to July 2009.
The Entertainment Software Association released its annual report a couple of weeks ago. We took the time to go through it and pull out some of the most interesting facts. The full report is available here for free. Here are the key data points.
The average age of game buyers is 39
Growth in Online Games:
57% of male game players play games online more than one hour per week
43% of female game players play games online more than one hour per week
Types of Online Games Played Most Often:
43% puzzle/board/trivia/card games
21% action/sports/strategy/role-play games
16% MMO games
Paying to Play Online Games:
23% of frequent users pay to play games online
In 2003 only 5.2% of frequent users paid to play games online
Parents’ Opinions of Games:
63% of parents believe games are a positive part of their children’s lives
Parents are present 92% of the time when games are purchased or rented
94% of parents monitor the content of the games their children play
Games for Training
70% of major employers utilize interactive software and games to train employees
More than 75% of businesses and nonprofits already offering video game-based training plan to expand their usage in the next 3-5 years
Government Regulation and Piracy
In FY 09, a total of 161 bills (80 in 2008 and 81 in 2009 to date) affecting computer and video games were introduced in 37 states
None of the pending bills from 2008 were carried over to the 2009 legislative session
Italy is the worst country with regards to Peer-to-peer game piracy
Consumers downloaded nearly 6.5 million illegal copies of games across 223 countries, regions or territories
The top two pirated games accounted for 4.7 million of these downloads, a figure that far exceeds those games’ legitimate sales for that period.
SCEA’s director of PSN operations and strategic operations said that the PSN userbase is:
Average age 28 years old
Usually in the middle- to higher-income range
Opinion: IESherpa would expect the age to drop given the price cut as well as the income level as the PS3 now has the properties that made the PS2 a success. It’s a great machine for playing games, but it’s a justifiable purchase for famalies as a Blu-Ray player that plays games. This was a major factor in the PS2 becoming mainstream since it was on par or slightly cheaper than the average DVD player in 1999. Let’s hope Blu-Ray content can help drive demand for the platform.