% of parents that place time limits on Internet usage.



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Stat Data / Info Details
4.7% (Strategy), 4.3% (Adventure), 4.5% (Fighting), 17.6% (Family), 7.6% (Role Playing)... See Full Stat Info
Deloitte Global estimates sales of about 2.5 million VR headsets and 10 million game co... See Full Stat Info
As for VR content, Deloitte Global expects most revenue generated to come from games sa... See Full Stat Info
33.9% (Strategy), 5.0% (Adventure), 14.3% (Family), 18.8% (Role Playing), 11.6% (Shoote... See Full Stat Info
There was a record $2.0 billion in portable software sales with 77.5 million units sold. See Full Stat Info
Parents report always or sometimes monitoring the games their children play 88% of the ... See Full Stat Info
California is the largest employer of computer and video game personnel in the nation, ... See Full Stat Info
Computer games sales were $910.7 million with 36.4 million units sold See Full Stat Info
The genre with the greatest growth was "Family Entertainment," which grew 110 percent o... See Full Stat Info
Boys age 17 or younger (18%) See Full Stat Info
For the four-year period 2002-06, direct employment for the industry grew at an annual ... See Full Stat Info
Halo 3, the best-selling title of 2007, took in more revenue in its first day of sales ... See Full Stat Info
Video Game DOLLAR Sales (2006 and 2007): $6.46 billion (2006), $8.64 billion (2007) See Full Stat Info
The average game player is 35 years old and has been playing games for 13 years. See Full Stat Info
80% of parents place time limits on video game playing. See Full Stat Info
The entertainment software industry stimulates complementary product purchases of rough... See Full Stat Info
The average salary for direct employees is $92,300, resulting in total national compens... See Full Stat Info
In 2006, the entertainment software industry's value added to U.S. Gross Domestic Produ... See Full Stat Info
40% female, 60% male See Full Stat Info
38% of homes in America have a video game console See Full Stat Info
Many of the virtual reality apps created for smartphones are likely to be available for... See Full Stat Info
Collectively, these areas directly employ 16,604 workers and post 70 percent of the ind... See Full Stat Info
71% of parents place time limits on television viewing. See Full Stat Info
Computer and video game companies directly and indirectly employ more than 80,000 people See Full Stat Info
72% of parents place time limits on Internet usage. See Full Stat Info
Deloitte Global expects the addressable market for games consoles as of the end of 2016... See Full Stat Info


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