The statistics are in: more adult women play video games than teenagers. The Entertainment Software Association (ESA) released a report that states women aged 18 or older represent a significantly greater portion of the game-playing audience (36%) than boys aged 18 or younger (17%).
The report titled “Essential Facts About the Computer and Video Games Industry” [pdf] also found that 68% of parents with children under 18 feel games provide mental stimulation and education.
“Parents across America recognize the widespread benefits of video games, including education, mental stimulation, and the bonding opportunities they create for families,” said Michael D. Gallagher, president and CEO of ESA. “Video games are a favorite pastime enjoyed by men and women of all ages, and millions worldwide who share their game play experiences with friends and family.”
The report also found that parents monitor their children’s game play. In fact, 95 percent of parents report paying attention to the content of the games their children play, and 91 percent are present when games are purchased or rented. Additionally, 88 percent of parents whose children play games believe the Entertainment Software Rating Board (ESRB) video game ratings are either very or somewhat helpful in choosing games for their children.
Not bad for an industry often unfairly maligned for its carelessness around children.
“Our industry has an unparalleled commitment to helping parents make informed entertainment choices, and these findings underscore the value of the ESRB rating system,” Gallagher said.
Here’s what else the report found:
• 181.3 million Americans play video games;
• 51 percent of U.S. households own a game console, and those that do own an average of 2;
• The average game player is 31 years old, and 39 percent of game players – the largest age segment – are 36 or older;
• Gamers play on-the-go: 44 percent play on smartphones, and 33 percent play on wireless devices;
• Casual and social game play on mobile devices and online increased in popularity by 55 percent from 2012 to 2013; and
• Consumers spent more than $21 billion on game content, hardware, and accessories in 2013.