Gender of Computer and Video Game Players



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Stat Data / Info Details
U.S. Computer and Video Game UNIT Sales (1996-2007): 73.8 million (1996), 108.8 millio... See Full Stat Info
Boys age 17 or younger (18%) See Full Stat Info
Many of the virtual reality apps created for smartphones are likely to be available for... See Full Stat Info
Video Game UNIT Sales (2006 and 2007): 201.8 million (2006), 231.5 million (2007) See Full Stat Info
Computer Game UNIT Sales (2006 and 2007): 39.7 million (2006), 36.4 million (2007) See Full Stat Info
Sixty-three percent of parents believe games are a positive part of their children?s li... See Full Stat Info
4.7% (Strategy), 4.3% (Adventure), 4.5% (Fighting), 17.6% (Family), 7.6% (Role Playing)... See Full Stat Info
80% of parents place time limits on video game playing. See Full Stat Info
Game console software sales totaled $6.6 billion with 153.9 million units sold; See Full Stat Info
The entertainment software industry sold over 13.4 million portable game units in 2007,... See Full Stat Info
71% of parents place time limits on television viewing. See Full Stat Info
Parents report always or sometimes monitoring the games their children play 88% of the ... See Full Stat Info
These companies provided over $1.8 million in direct and indirect compensation to Calif... See Full Stat Info
Sixty-five percent of American households play computer or video games. See Full Stat Info
72% (It?s Fun For The Entire Family), 71% (Because They?re Asked To), 66% (It?s A Good ... See Full Stat Info
For the four-year period 2002-06, direct employment for the industry grew at an annual ... See Full Stat Info
Women age 18 or older represent a significantly greater portion of the game-playing pop... See Full Stat Info
1.(Halo 3), 2. (Wii Play With Remote) 3. (Call Of Duty 4: Modern Warfare) 4. (Guitar He... See Full Stat Info
11% (Persistent Multi-Player Universe), 14% (Downloadable games such as Bejewled), 16% ... See Full Stat Info
1.(WORLD OF WARCRAFT: BURNING CRUSADE EXPANSION PACK), 2. (WORLD OF WARCRAFT) 3. (THE S... See Full Stat Info
59% (2008), 56% (2007), 51% (2006) of gamers played with others See Full Stat Info
65% of parents place time limits on movie viewing. See Full Stat Info
45% (Everyone), 12% (Everyone 10+), 28% (Teen), 15% (Mature) See Full Stat Info
The entertainment software industry stimulates complementary product purchases of rough... See Full Stat Info
94% of the time parents are present at the time games are purchased or rented. See Full Stat Info
Computer and Video Game Dollar Sales (2006 and 2007): $7.4 billion (2006), $9.5 billio... See Full Stat Info


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