essential facts - kapitalrejsen.dk
Transcription
essential facts - kapitalrejsen.dk
2010 ESSENTIAL FACTS About the Canadian Computer and Video Game Industry 2 what’s inside? Who is playing computer and video games? 4 How often do Canadians play? 5 Most frequently used platform 6 Mobile device use 7 Gender of gamers 8 Female players 9 Online play 10 How do gamers play online? 10 Social games 11 Mature gamers (55+) 12 Family gaming 13 ESRB ratings 14 The Canadian industry at a glance 16 Top selling video games 18 Who we are 19 All data in this document is from NPD Group’s 2010 Understanding the Canadian Gamer custom research unless otherwise noted. The survey was commissioned by ESAC and gathered data from 2,579 Canadian adults, 398 Canadian teens (13-17) and 547 kids (6-12). The margin of error associated with the total samples is +/- 1.6%, 19 times out of 20. The NPD Group is the leading provider of reliable and comprehensive consumer and retail information for a wide range of industries. Today, more than 1,700 manufacturers, retailers, and service companies rely on NPD to help them drive critical business decisions at the global, national, and local market levels. NPD helps our clients to identify new business opportunities and guide product development, marketing, sales, merchandising, and other functions. Information is available for the following industry sectors: automotive, beauty, commercial technology, consumer technology, entertainment, fashion, food and beverage, foodservice, home, office supplies, software, sports, toys, and wireless. For more information, please visit: www.npd.com 3 WHO IS PLAYING COMPUTER AND VIDEO GAMES? gamer 100 [gey-mer] - A person who has played computer or video games in % the past four weeks % 90 % 80 % 67 80 % % 96% 60% 40% 48 % 34 of Canadian households own a computer 20% 6-12 47%18-34 35-54 55+ 13-17 AGES of Canadian households have at least one video game console such as an Xbox 360, Wii or PlayStation Average age of Canadian gamer: 33 years CANADIANS, BY AGE, WHO HAVE PLAYED A VIDEO GAME IN THE PAST 4 WEEKS 100% 80% 60% 40% 20% AGES 4 6-12 13-17 18-34 35-54 55+ HOW OFTEN DO CANADIANS PLAY? 30% Everyday A few days per week 45% Once a week 15% Once every 2 weeks 5% Once in the past 4 weeks 6% Hours played per week A majority of gamers play between 1 to 6 hours per week (64%) HOW OFTEN DO CANADIANS PLAY? Once in the past 4 weeks Once in the every 2 weeks Once a week A few days per week Everyday 0% Adult Male 5% 10% 15% Adult Female 20% 25% Age 55+ 30% 35% Total Teen 40% 45% 50% Total Child 5 ON WHAT PLATFORM DO GAMERS PLAY THE MOST FREQUENTly? mobile device [moh-bahyl dih-vahys] Cell phone or other mobile device such as a Blackberry, PalmPilot, iPhone or iPod Touch handheld [hand-held] – a handheld game system, such as a Nintendo DS or Sony PSP 7% 10% 49% 34% console [kon-sohl] – a game console such as an Xbox 360,Wii or Playstation hooked up to a television 6 computer [kuhm-pyoo-ter] – an electronic device capable of receiving information (data) in a particular form and by using a set of predetermined but variable set of procedural instructions (programs) it produces a result in the form of information or signals Mobile device use MOBILE GAMERS BY AGE MOBILE GAMERS 0% Adults 55+ 5% Adults 35-54 10% Adults 18-35 15% Teen Female Teen Male 7% of gamers use a mobile device most often to play video games – almost twice as many as last year (4% in 2009) 10% of adults aged 18-34 say they are spending more time playing video games on their mobile device 7 gender of gamers Female 38% Male 62% Women (18+ years) 59% play video games online using a computer vs. 50% of men 35% play video games online through social networking websites vs. 22% of men Teen girls (13-17 years) 41% use a computer most often to play video games vs. 22% of teen boys 38% use a game console most often to play video games vs. 71% of teen boys Girls (6-12 years) 36% use a computer most often to play video games vs. 24% of boys 21% play video games on a console vs. 42% of boys 8 female GAMERS female gamers [fee-meyl gey-mer] - Women or girls who play computer or video games, ranging from professional to more casual interest. What types of games do women like to play? 57% puzzle, arcade or word games 41% games that challenge mental abilities 22% other types of games What type of games do teen girls like to play? 43% music-based games 30% card, puzzle, arcade or word games 27% games that challenge mental abilities What types of games do girls like to play? 58% kid-oriented online role-playing games 34% games that challenge mental abilities 22% art-based games 9 online play online play [on-lahyn-pley] - Playing video games using a computer, game console, handheld game system or mobile device that is connected to one or more other system through the Internet or an online service. Types of online games include: traditional video games that offer online play, free games on dedicated websites, games accessible through social networking sites, massively multi-player online role-playing games and other types of online games. 76% of gamers play online 80% of online gamers play online at least once a week How do gamers play online? Computer 62% of mature gamers (55+) Handheld 20% of children (6-12) Console 39% of teens (13-17) 10 social games social games [soh-shuhl geyms] - Free, widely available games accessible through social networking sites like Facebook and MySpace. They load quickly and only take a few minutes to play. Games grow virally as users invite their contacts to play. Examples include Farmville, Café World and Restaurant City.* In 2009, there were around 500 million social gamers globally* 39% of gamers are spending more time playing video games through a social networking site than a year ago 35% of adult women and 37% of teen girls play video games online through a social networking website 26% of girls (6-12) play games accessible through social networking websites 38% of girls (6-12) are spending more time playing games accessible through social networking websites * Source: PricewaterhouseCoopers Global Entertainment and Media Outlook: 2010-2014 11 MATURE GAMER mature gamer [muh-toor gey-mer] - A person aged 55 or older who plays computer or video games 10% A Computer Game Console 86 % Handheld Mobile Device 66% play card, puzzle, arcade or word games 34% play games that challenge mental abilities 24% play simulated gambling or casino games 20% play other types of games 12 family gaming family [famlee] - A social unit consisting of one or more adults together with the children they care for parent gamer [pair-uhnt gey-mer] - A person with children who has played video games in the past four weeks 78% of parent gamers report playing video games with their child 76% of parent gamers aged 35-54 report that they play video games with their child 83% of parent gamers aged 18-34 report that they play video games with their child 55% The majority of parent gamers play games with their family once a week or more 96% of parent gamers report that their child has played video games in the past four weeks For further information and resources on family gaming including how-to-videos on using parental controls and information on ESAC’s Commitment to Parents Program, please visit our website at www.theesa.ca/parents.php 13 ESRB Ratings The Entertainment Software Rating Board (ESRB) is a non-profit, selfregulatory body established in 1994 by the Entertainment Software Association (ESA). ESRB assigns computer and video game content ratings, enforces industry adopted advertising guidelines and helps ensure responsible online privacy practices for the interactive entertainment software industry. The ESRB ratings are designed to provide consumers, especially parents, with concise, impartial guidance about the age-appropriateness and content of computer and video games so that they can make informed purchasing decisions about the games they deem suitable for their children and families. ENFANTS ET ADULTES 10+ Cartoon Violence Mild Lyrics Violence en Animaton Chansons Grossières ESRB CONTENT RATING CLASSIFIÉ PAR L'ESRB www.esrb.org Rating symbols suggest age appropriateness for the game, and appear on the front of virtually every game box available for retail sale or rental in the United States and Canada. Content descriptors, which appear on the back next to the rating symbol, indicate elements in a game that may have triggered a particular rating and/or may be of interest or concern. Ratings summaries provide straightforward, brief detailed descriptions of video game content. This supplementary information goes beyond ESRB ratings to provide an additional resource for consumers to make informed purchasing decisions. They can be accessed using a free iPhone app or through the ESRB website at www.esrb.org. 14 ESRB Ratings When purchasing or renting video games for the child 83%ENFANTS ET ADULTES 10+ Cartoon Violence of parent gamers sometimes or always check the ESRB rating symbol Mild Lyrics on the game box Violence en Animaton Chansons Grossières ESRB CONTENT RATING % CLASSIFIÉ 88 PAR L'ESRB www.esrb.org of parent gamers sometimes or always use the content descriptors when purchasing games for their child 93% of adult gamers agree that the ESRB rating system is very useful to help parents buy and rent age-appropriate games for their children 15 The Canadian Industry at a Glance »» Canada is the third most successful video game industry in the world3 »» Employs 14,000 people in high paying jobs3 »» Grew by 30% in 2009 and is expected to grow 29% annually over the next few years3 »» 247 establishments3 »» Average 57 employees per firm3 »» Canada is expected to be the fastest growing entertainment and media market in North America with 5% annual growth1 YT NT NU BC AB SK MB NL ON QC PE NB NS Entertainment Software Industry - Size Very Large- Over 500 Employees 16 Large - 100-500 employees The Canadian Industry at a Glance »» In 2009, Canadian end-user spending on entertainment and media (excluding Internet) was $19.1 billion and is expected to reach $23 billion by 20141 »» In 2009, entertainment software and hardware accounted for $2 billion in retail sales3 »» Canadian video game developers and publishers contribute $1.7 billion in annual revenue to the Canadian economy2 »» Canadian video game developers and publishers are net exporters, and rely on exports for majority of their revenues3 »» The video game industry builds tremendous synergies with other creative industries and drives innovation in other areas such as science, technology and research3 »» Canadian video game developers and publishers make significant R&D investments leading to the development of viable commercial products3 Wireless Game Market1 Online Game Market1 2009 - $85 million 2009 - $344 million 2014 - $131 million (projected) 2014 - $493 million (projected) Console / Handheld Game Market1 Video Game Market1 2009 - $799 million 2009 - $1.4 billion 2014- $1.1 billion (projected) 2014- $2 billion (projected) 1 Source: PricewaterhouseCoopers Global Entertainment and Media Outlook: 2010-2014 2 Source: Canada’s Entertainment Software Industry: The Opportunities and Challenges of a Growing Industry 3 Source: Game on Canada – Playing to win in the digital economy 17 top selling video games Top 20 Selling Video Games from July 2009 - June 2010 RANK TITLE PLATFORM ESRB RATING 1 NEW SUPER MARIO BROS. WII WII EVERYONE 2 CALL OF DUTY: MODERN WARFARE 2 360 MATURE 3 SPORTS RESORT W/ WII MOTION PLUS WII EVERYONE 4 CALL OF DUTY: MODERN WARFARE 2 PS3 MATURE 5 WII FIT PLUS W/BALANCE BOARD WII EVERYONE 6 NDS VALUE PACK NDS N/A 7 PS2 VALUE PACK PS2 N/A 8 MARIO KART W/ WHEEL WII EVERYONE 9 NHL 10 360 EVERYONE 10+ 10 WII VALUE GAME BUNDLE 19.99 WII MATURE MATURE 11 NHL 10 PS3 12 HALO 3: ODST 360 EVERYONE 13 ASSASSIN’S CREED II 360 EVERYONE EVERYONE 14 NEW SUPER MARIO BROS NDS 15 WII PLAY W/ REMOTE WII EVERYONE 16 UNCHARTED 2: AMONG THIEVES PS3 TEEN 17 LEFT 4 DEAD 2 360 MATURE 18 ASSASSIN’S CREED II PS3 MATURE 19 WII FIT PLUS WII EVERYONE 20 MARIO & LUIGI: BOWSER’S INSIDE STORY NDS EVERYONE Top 20 Selling PC games from July 2009 - June 2010 RANK 18 TITLE ESRB RATING 1 THE SIMS 3 TEEN 2 CALL OF DUTY: MODERN WARFARE 2 MATURE 3 WORLD OF WARCRAFT: WRATH OF THE LICH KING EXPANSION PACK TEEN 4 THE SIMS 2 DOUBLE DELUXE TEEN 5 WORLD OF WARCRAFT: BATTLE CHEST TEEN 6 DRAGON AGE: ORIGINS MATURE 7 THE SIMS 3: WORLD ADVENTURES EXPANSION PACK TEEN 8 LEFT 4 DEAD 2 MATURE 9 BATTLEFIELD: BAD COMPANY 2 MATURE 10 WORLD OF WARCRAFT MATURE 11 GRAND THEFT AUTO IV TEEN 12 SPORE EVERYONE 13 STARCRAFT: BATTLE CHEST TEEN 14 AION TEEN 15 THE SIMS 3: HIGH-END LOFT STUFF TEEN 16 CIVILIZATION IV: COMPLETE ED EVERYONE 10+ 17 DIABLO BATTLE CHEST MATURE 18 WORLD OF WARCRAFT: BURNING CRUSADE EXPANSION PACK TEEN 19 WARCRAFT III BATTLE CHEST TEEN 20 THE SIMS 3: AMBITIONS EXPANSION PACK TEEN who we are The Entertainment Software Association of Canada (ESAC) is exclusively dedicated to serving the business and public affairs needs of companies in Canada that develop, publish and distribute computer and video games for video game consoles, handheld devices, personal computers and the Internet. ESAC offers a range of services to its member-companies, including business and consumer research, government relations, and media relations. Association members include the nation’s leading interactive entertainment software developers, publishers and distributors, which collectively accounted for more than 90 per cent of the $2 billion in entertainment software and hardware sales in Canada in 2009. In 2009, the Canadian entertainment software industry included 247 firms and provided 14,000 direct jobs and thousands more in related fields across the country. The ESAC was founded in 2004 from the previous Canadian Interactive Digital Software Association as a wholly Canadian entity. ESAC Members 19 www.theesa.ca