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190 million households will use a next-generation video game console in 2012
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80% of an expected 190 million households, 148 million households, with next generation video game consoles will have this console connected to the Internet.
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75% of connected-console households, more than 110 mln, will use console-based video services at least a couple times each week.
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U.S. computer and video game software sales grew six percent in 2007 to $9.5 billion – more than tripling industry software sales since 1996.
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Sixty-five percent of American households play computer or video games.
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The average game player is 35 years old and has been playing games for 13 years.
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The average age of the most frequent game purchaser is 40 years old.
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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 (33 percent) than boys age 17 or younger (18 percent).
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In 2008, 26 percent of Americans over the age of 50 played video games, an increase from nine percent in 1999.
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Thirty-six percent of heads of households play games on a wireless device, such as a cell phone or PDA, up from 20 percent in 2002.
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Eighty-five percent of all games sold in 2007 were rated "E" for Everyone, "T" for Teen, or "E10+" for Everyone 10+.
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Ninety-four percent of game players under the age of 18 report that their parents are present when they purchase or rent games.
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Sixty-three percent of parents believe games are a positive part of their children’s lives.
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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.
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GDP – In 2006, the entertainment software industry's value added to U.S. Gross Domestic Product (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.
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For the four-year period 2002-06, direct employment for the industry grew at an annual rate of 4.4 percent.
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Computer and video game companies directly and indirectly employ more than 80,000 people in 31 states.
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By 2009, it is projected that the industry will support over a quarter of a million American jobs.
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The average salary for direct employees is $92,300, resulting in total national compensation of $2.2 billion.
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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.
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California – California is the largest employer of computer and video game personnel in the nation, accounting for approximately 40 percent of total industry employment nationwide. These companies provided over $1.8 million in direct and indirect compensation to Californians last year. California's computer and video game industry grew by 12.3 percent last year, nearly three times faster than the state's overall growth and added $1.7 billion to the state economy.
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Other States – New Jersey witnessed a boom in industry growth in recent years as computer and video game companies have expanded beyond New York City. Virginia's entertainment software industry, meanwhile, grew by 552 percent in 2006, with computer and video game companies adding $28.7 million to the Commonwealth's economy.
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Computer and video game companies posted records sales in 2007. The industry sold 267.8 million units, leading to an astounding $9.5 billion in revenue.
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Game console software sales totaled $6.6 billion with 153.9 million units sold;
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Computer games sales were $910.7 million with 36.4 million units sold
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There was a record $2.0 billion in portable software sales with 77.5 million units sold.
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On average, nine games were sold every second of every day of 2007;
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Halo 3, the best-selling title of 2007, took in more revenue in its first day of sales than the biggest opening weekend ever for a movie ("Spider-Man 3") and the final "Harry Potter" book's first day sales
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The entertainment software industry sold over 13.4 million portable game units in 2007, easily trumping the much-hyped Apple iPhone, which sold just four million units.
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The genre with the greatest growth was "Family Entertainment," which grew 110 percent over the previous year. Family games accounted to 17.2 percent of all games sold in 2007, more than one of every six games sold, up from 9.1 percent in 2006. In addition, of the games sold in 2007, 56.6 percent were rated "Early Childhood (EC)," "Everyone (E)" and "Everyone 10+ (E10+)." The NPD Group's data also indicates that only 15 percent of games sold last year were rated "Mature (M)."
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The average game player age 35.
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25% under 18 yrs, 49% 18-49yrs, 26% 50+ yrs
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65% of American households play computer or video games
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40% female, 60% male
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The average age of the most frequent game purchaser is 40
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Women age 18 or older represent a significantly greater portion of the game-playing population (33%)
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Boys age 17 or younger (18%)
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13 is the average number of years adult gamers have been playing computer or video games
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59% (2008), 56% (2007), 51% (2006) of gamers played with others
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38% of homes in America have a video game console
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45% (Everyone), 12% (Everyone 10+), 28% (Teen), 15% (Mature)
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4.7% (Strategy), 4.3% (Adventure), 4.5% (Fighting), 17.6% (Family), 7.6% (Role Playing), 12.1% (Shooter), 8.3% (Racing), 14.1% (Sports), 22.3% (Action), 0.7% (Flight), 0.5% (Arcade), 1.0% (Children), 2.3% (Other)
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33.9% (Strategy), 5.0% (Adventure), 14.3% (Family), 18.8% (Role Playing), 11.6% (Shooter), 1.5% (Racing) 2.5% (Sports), 2.6% (Action), 2.2% (Flight), 0.9% (Arcade), 3.5% (Children), 3.0% (Other)
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1.(Halo 3), 2. (Wii Play With Remote) 3. (Call Of Duty 4: Modern Warfare) 4. (Guitar Hero 3:Legends Of Rock(PS2)) 5. (Super Mario Galaxy) 6. (Pokemon Diamond Version), 7. (Madden NFL 08 (PS2)), 8. (Guitar Hero 2 (PS2)), 9. (Assassin's Creed), 10. (Mario Party 8), 11. (Pokemon Pearl Version), 12. (Madden NFL 08 (X360)), 13. (Guitar Hero2 (X360)), 14. (Guitar Hero 3:Legends Of Rock (X360)), 15. ( New Super Mario Bros), 16. (Brain Age 2), 17. (Guitar Hero 3:Legends Of Rock (Wii)), 18. (God Of War 2), 19. (Legend Of Zelda), 20. (Mario Kart)
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1.(WORLD OF WARCRAFT: BURNING CRUSADE EXPANSION PACK), 2. (WORLD OF WARCRAFT) 3. (THE SIMS 2 SEASONS EXPANSION PACK) 4. (CALL OF DUTY 4: MODERN WARFARE) 5. (SIM CITY 4 DELUXE) 6. (THE SIMS 2), 7. (COMMAND & CONQUER 3: TIBERIUM WARS), 8. (THE SIMS 2 BON VOYAGE EXPANSION PACK), 9. (MS AGE OF EMPIRES III), 10. (THE SIMS 2 PETS EXPANSION PACK), 11. (THE ORANGE BOX), 12. (WARCRAFT III BATTLE CHEST), 13. (STARCRAFT: BATTLE CHEST), 14. (BATTLEFIELD 2142), 15. ( THE SIMS 2 DELUX), 16. (HALO: COMBAT EVOLVED), 17. (THE SIMS 2 UNIVERSITY EXPANSION PACK), 18. (THE SIMS 2 H&M FASHION STUFF EXPANSION PACK), 19. (BIOSHOCK), 20. (LORD OF THE RINGS ONLINE: SHADOWS OF ANGMAR)
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94% of the time parents are present at the time games are purchased or rented.
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63% of parents believe games are a positive part of their children’s lives.
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83% of the time children receive their parents permission before purchasing or renting a game.
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Parents report always or sometimes monitoring the games their children play 88% of the time.
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72% (It’s Fun For The Entire Family), 71% (Because They’re Asked To), 66% (It’s A Good Opportunity To Socialize With The Child), 50% (It’s A Good Opportunity To Monitor Game Content)
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75% of parents believe that the parental controls available in all new video game consoles are useful.
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80% of parents place time limits on video game playing.
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72% of parents place time limits on Internet usage.
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71% of parents place time limits on television viewing.
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65% of parents place time limits on movie viewing.
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Gender breakdown of those who play games online: 56% (male), 44% (female)
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22% of most frequent game players say they pay to play online games.
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11% (Persistent Multi-Player Universe), 14% (Downloadable games such as Bejewled), 16% (Action/Sports/Strategy/Role Play), 47% (Puzzle/Board/GameShow/Trivia/Card), 12% (Other)
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36% of heads of households report they play games on wireless devices such as a cell phone or PDA, up from 20% in 2002
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Video Game DOLLAR Sales (2006 and 2007): $6.46 billion (2006), $8.64 billion (2007)
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Computer Game DOLLAR Sales (2006 and 2007): $0.98 billion (2006), $0.91 billion (2007)
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Computer and Video Game Dollar Sales (2006 and 2007): $7.4 billion (2006), $9.5 billion (2007)
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Video Game UNIT Sales (2006 and 2007): 201.8 million (2006), 231.5 million (2007)
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Computer Game UNIT Sales (2006 and 2007): 39.7 million (2006), 36.4 million (2007)
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Computer and Video Game UNIT Sales (2006 and 2007): 241.6 million (2006), 267.9 million (2007)
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U.S. Computer and Video Game DOLLAR Sales (1996-2007): 2.6 billion (1996), 3.7 billion (1997), 4.8 billion (1998), 5.5 billion (1999), 5.6 billion (2000), 6.1 billion (2001), 6.9 billion (2002), 7.0 billion (2003), 7.3 billion (2004), 7.0 billion (2005), 7.4 billion (2006), 9.5 billion (2007),
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U.S. Computer and Video Game UNIT Sales (1996-2007): 73.8 million (1996), 108.8 million (1997), 152.4 million (1998), 184.5 million (1999), 196.3 million (2000), 210.3 million (2001), 225.8 million (2002), 240.9 million (2003), 249.5 million (2004), 229.5 million (2005), 241.6 million (2006), 267.9 million (2007)
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41% of Americans have purchased or plan to purchase one or more games in 2008
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The entertainment software industry stimulates complementary product purchases of roughly $6.1 billion a year.
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$73 million in HDTV sales can be directly attributed to the XBox 360 game console
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In 2006, the entertainment software industry's value added to U.S. Gross Domestic Product (GDP) was $3.8 billion
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Computer and video game companies directly and indirectly employ more than 80,000 people
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By 2009, it is projected that the industry will support over a quarter of a million American jobs.
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The average salary for direct employees is $92,300, resulting in total national compensation of $2.2 billion.
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Top 5 States – California, Washington, Texas, New York and Massachusetts currently have the highest concentration of video game jobs.
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Collectively, these areas directly employ 16,604 workers and post 70 percent of the industry's total indirect employment.
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California is the largest employer of computer and video game personnel in the nation, accounting for approximately 40 percent of total industry employment nationwide.
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These companies provided over $1.8 million in direct and indirect compensation to Californians last year
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There was a record $2.0 billion in portable software sales with 77.5 million units sold.
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On average, nine games were sold every second of every day of 2007
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Halo 3, the best-selling title of 2007, took in more revenue in its first day of sales than the biggest opening weekend ever for a movie ("Spider-Man 3") and the final "Harry Potter" book's first day sales.
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The entertainment software industry sold over 13.4 million portable game units in 2007, easily trumping the much-hyped Apple iPhone, which sold just four million units.
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U.S. video game sales were up 13% in January 2009, to $1.33 billion.
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42% of total gaming industry revenues come from digital sales in 2011.
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