Top-Selling Computer Game Genres in 2007 by Units Sold

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45% (Everyone), 12% (Everyone 10+), 28% (Teen), 15% (Mature) See Full Stat Info
For the four-year period 2002-06, direct employment for the industry grew at an annual ... See Full Stat Info
In 2008, 26 percent of Americans over the age of 50 played video games, an increase fro... 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
Deloitte Global predicts that virtual reality (VR) will have its first billion dollar y... See Full Stat Info
63% of parents believe games are a positive part of their children?s lives. See Full Stat Info
Eighty-five percent of all games sold in 2007 were rated "E" for Everyone, "T" for Teen... See Full Stat Info
The entertainment software industry stimulates complementary product purchases of rough... See Full Stat Info
The entertainment software industry sold over 13.4 million portable game units in 2007,... See Full Stat Info
75% of parents believe that the parental controls available in all new video game conso... See Full Stat Info
Gender breakdown of those who play games online: 56% (male), 44% (female) See Full Stat Info
80% of parents place time limits on video game playing. See Full Stat Info
Ninety-four percent of game players under the age of 18 report that their parents are p... See Full Stat Info
By 2009, it is projected that the industry will support over a quarter of a million Ame... See Full Stat Info
U.S. Computer and Video Game UNIT Sales (1996-2007): 73.8 million (1996), 108.8 millio... See Full Stat Info
The average game player is 35 years old and has been playing games for 13 years. See Full Stat Info
Collectively, these areas directly employ 16,604 workers and post 70 percent of the ind... See Full Stat Info
Forty percent of all game players are women. In fact, women over the age of 18 represen... See Full Stat Info
Thirty-six percent of heads of households play games on a wireless device, such as a ce... See Full Stat Info
The genre with the greatest growth was "Family Entertainment," which grew 110 percent o... See Full Stat Info
As for VR content, Deloitte Global expects most revenue generated to come from games sa... See Full Stat Info
25% under 18 yrs, 49% 18-49yrs, 26% 50+ yrs See Full Stat Info
Computer and video game companies posted records sales in 2007. The industry sold 267.... See Full Stat Info
Many of the virtual reality apps created for smartphones are likely to be available for... See Full Stat Info
The entertainment software industry sold over 13.4 million portable game units in 2007,... See Full Stat Info
Computer and video game companies directly and indirectly employ more than 80,000 people See Full Stat Info


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