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2015-2016 American Software Game Association Computer and TV Game Report

2025-01-27 11:12:23|Myriagame |source:minecraft skins

The relevant data of the US computer, mobile, and hosting industry are listed below, which also reflects the US host culture from the data.

Player

A total of 155 million Americans play video games in 2015

In 2015, there were 2 gamers in each American family who played games, which fell to 1.7 in 2016

In 2015, 80% of American families have a device to play games, and in 2016 to 65% fell to 65%

In 2015, 51% of American families had a game console, which fell to 48% in 2016 to 48%

42% of Americans in 2015 played at least 3 hours of video games per week. The 2016 report was not clearly stated, but the proportion of this player's family was 63%.

The average age of gamers in 2015 and 2016 is 35 years old.

In 2015, the proportion of male players was 56%, and female players were 44%.In 2016, the proportion of male players increased to 59%, and the proportion of female players decreased to 41%

The proportion of gamers of all ages is almost the same for two years. The data in 2016 is: 27%below 18, 29%, 18-35 years old, 18%of 36-49 years old

Female players who play more games are 43 years old in 2015, and 2016 is 44 years old

The average age of male players is 35 years old and 35 years old

The average game players who have counted two years are 13 years old.

Women who are more than 18 years old account for 31%of gamers (33%in 2015), which is almost twice the proportion (17%) of minor men in gamers.(2015 is 15%)

Paid group

The average age of players who often buy games in 2015 are 37 years old and 38 years old in 2016.Among them, the proportion of men and women has always been opened in June 4th.

95% of the players with game consoles will buy games (2016)

39% of players who often play games in 2015 will go to social games. In 2016, this ratio rose to 48%

The game equipment most often used by gamers accounted for 56%in 2015, and the proportion of 2016 rose to 56%

Player behavior

Except for playing games on the console, the percentage of other events with other events has almost no different differences. In 2016, the proportion of watching movies with the console decreased by 4 percentage points.The data of 2016 is: 50% watching movies, 34% watching TV shows, 28% listening to music, and 21% watch live or other content.

Players who often play games are 6.5 hours a week for two -year online game for multiple players.

E -sports and virtual reality (new project in 2016)

Half of players who often play games have some understanding of e -sports

Social media can be obtained from e -sports information accounting for 45%, video editing accounts for 43%, cable TV accounts for 40%, online streams account for 38%

55% of the players who often play games have some understanding of virtual reality. 40% of the players said that they will buy VR devices within one year. 58% of players are willing to play games with VR devices

Parents and games

Almost 85% of parents know about the game rating system, and the data of two years is almost the same.

About 95% of parents often care about what games they are playing

63% of parents in 2015 believe that the game has a positive effect on the growth of children, rising to 68% in 2016

59% of parents in 2015 will accompany their children at least once a week, and the proportion of 2016 rises to 62%

Several reasons for parents to play games with their children are similar to two years.In 2016, it was said that this family was very happy to account for 88%, 76%required by the child, 76%of the way to interact with children, and can effectively supervise the game content.By 59%, 57%like video games like children

Game sales data (data is taken from NPD retail statistics)

The most selling electronic game category accounts for percentage

Shooting game -24.5%

Action game -22.9%

Sports Game -13.2%

Role -playing -11.6%

Adventure Game -7.7%

Fighting Game -6.7%

Racing Game -4.1%

Strategy Game -3.8%

Family Entertainment Game -3.6%

Leisure Game -0.9%

Others -0.8%

The top 20 most seated games in 2015

The sales of computer games and video games over the years

From 2009, it can be seen that the sales of video game (light green) have declined year by year. Crimson is representing subscriptions, digital versions, mobile applications, community games, etc.It can be seen that the proportion is increasing year by year when the total sales have not changed much.

The ratio of each rating game in 2015

Everyone owner -37%

Everyone 10+ 10 years of age -23%Teen Youth -29%

Mature is over 17 years old -11%

Factors affecting the purchase of video games

Others -22%

Price -21%

Game plot -16%

Game image -12%

Game Word -11%

New game series -9%

Game plot -9%

Consumer consumption in 2015

A total of $ 23.5 billion

The ratio of game -related content is 16.5 billion yuan

Game -related hardware 4.9 billion yuan

210 million yuan in other game -related accessories