Flurry released new data that gives insight into the demographics of smartphones and tablets, as well as how people spend their time on the devices.

  • Smartphone users tend to be younger than tablet users, 30 years of age versus 34 years of age
  • Almost 75 percent of smartphone users are 34 years of age or younger
  • More than 66 percent of tablet users are over the age of 25
  • Smartphones break down 56 percent male and 44 percent female
  • Tablets split by gender are 51 percent male and 49 percent female
  • 67 percent of time spent on tablets is attributed to playing games
  • 39 percent of time spent on smartphones is attributed to playing games

Our friends at GamesBeat has an article about a new NPD Group survey with some new demographic data on the U.S. games industry:

  • 82% of kids 2-17 years old say they’re video gamers
  • 55.7 million kids are playing games
  • 9.7 million kids who are playing games are ages 2-5 years old
  • 12.4 million kids who are playing games are ages 9-11 years old
  • They play games 10.6 hours a week on average
  • Kids use an average of 2.5 systems to play
  • 51% of kid gamers play online, and online players are more likely to be 9-14 years old and male

According to a report by aDeSe today, which presented the findings of its study “Uses and habits of Spanish Gamers”:

  • In Spain, one in three homes has a video game console and 58% have PC
  • Almost 10.4 million people, 22.5% of the population, are gamers in Spain
  • This is an increase of 1,530,000 since 2006
  • The social image of video games is more positive than that of television or film
  • In regards to the platforms for gaming, 14.5% of Spaniards play on PCs, 15.16% on consoles and 4.9% on mobile phones
  • The average age of the players in Spain is 22 years old for PC and 20 years old for consoles
  • The number of women who play video games also increased in 2009
  • Almost 19% of women are core gamers
  • The genres most played over the last year are: action, sports, racing and adventure
  • Almost 44.6% of the games that are played in Spain have been pirated

ClickZ recently posted an article talking about CafeMom, and exploring some of the reasons women play games. Here’s the data:

  • More than 50% of moms in the U.S. play games online regularly
  • U.S. moms play games usually to relieve stress and relax
  • According to eMarketer, more than 27 million women between 25 and 64 in the U.S. visited an online gaming site in a single month last year

An article in Advertising Age points out some interesting information on the penetration of iPhones among women in the coveted 18-49 age group.

  • 18% of women age 18-49 have a smartphone (roughly 3% of the total cellphone-carrying population) – Source:  Nielsen
  • 721,000 moms age 25-44 own an iPhone – Source: M: Metrics.

The article also points out that advertising content is more ineffective with iPhone users:

  • Users of conventional cellphones average 4.3 to 4.8 post-click page views
  • iPhone users only average 1.3 post-click page views (actions the user takes after clicking a banner ad)

“iPhone users leave a branded web page without taking additional action about 80% of the time; only 12% of non-smartphone users, on the other hand, desert their destination.” – Advertising Age

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:

Top Youth Brands in IE

Britain has more online and console gamers than anywhere else in Europe, according to the 2009 UK National Gamers Survey.

  • 73% of those questioned regularly play games
  • Males 13-19 spend on average 11 hours per week playing games
  • Boys as young as eight play games 7 ½ hours a week. The findings from
  • 86% of girls play games
  • 42% of people over the age of 50 now spend more time gaming than reading magazines
    10% of gamers in the Netherlands admit to regularly making illegal copies of popular console games
  • 4% of gamers in Britain admit regularly making illegal copies of popular console games
  • In the UK, only 11% of gamers on social networks use them as their primary gaming destination – less than half that of the US


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.

Buyer Demographics:

  • 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.

Leading downloader countries

  • Italy (17.1%),
  • Spain (15.1%)
  • France (7.9%)
  • Germany (6.9%)
  • Poland (6.1%)

Networks used to pirate games

  • Telecom Italia (Italy) 11.6%
  • Telefonica de Espana (Spain) (7.8%)
  • France Telecom (France) (3.9%)
  • Polish Telecom (Poland) (3.6%)
  • Deutsche Telecom AG (Germany) (2.6%)
  • IUnet (Italy) (2.1%)
  • Neuf Cegetel (France ) (1.6%)
  • Jazz Telecom S.A. (Spain) (1.57%)
  • Free SAS (France) (1.56%)
  • Uni2 (Spain) (1.53%)

SCEA’s director of PSN operations and strategic operations said that the PSN userbase is:

  • Primarily male
  • 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.
According to a report by CSMG, the strategy division of TMNG Global (Nasdaq:TMNG):
  • The global gaming industry is expected reach $40 billion in annual revenues by 2012. 
  • By comparison, U.S. gaming software sales reached $20 billion in 2008 from $9.4 billion in 2005. 
  • Mobile games represents the fastest growing segment with a 24.6% (CAGR) compound annual growth rate forecasted for 2007 through 2012. 
  • The average age of a gamer is 33 years old
  • Female gamers now reach almost 50% of the market across many types of games.