您的浏览器禁用了JavaScript(一种计算机语言,用以实现您与网页的交互),请解除该禁用,或者联系我们。[ESA]:2022年视频游戏行业报告 - 发现报告
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2022年视频游戏行业报告

文化传媒2022-01-07ESA点***
2022年视频游戏行业报告

2022ESSENTIALFACTSABOUT THEVIDEO GAMEINDUSTRYentertalinment TABLE OFFur gwurd.The Video Garre Player Commrunily2CONTENTSThe Eenefits of PlayBuilding IGnmmunitry Ihraugh Play.6Payer Hahits and Praferences.BParents,Families an:i Virdeao Games12Profles cf vidco Game Playcrs.1/Thc Vidco Game Markct and Purchasing Habits.20ESA and Our Partners.22[SAMerriters25Ihe =ntertzinnent Softezre Actooston :≥:SA; relss: te 2U22 b:(nb3/ -set: Abcot tte Vidco Gore du:tr/ n Jant 2UZ2. Ire NPU GroupA/1ericans about :heirvidec gzns plaring habits and attuces (rergin o errcr /- 2%s), Tre 2022 E::crdia'Fcs /ibovt dhe Vdco Cerrc rdu:tryoncuced the annusl -eserch fo- ESA, n Fecnusy ot 2tC0o Aqeune.ce uou ip paiisad Acfq2 u o 9p2uiiw u uo Le mur21sl:n in:luckc. cxlx providecl br/ th= Cnirtxi-rr*ri Sohtwa Px:ing Jcartl (TSR3;, Th* NI-D Grsu:5 arf Srcr Towk Cuok. incute:l ir t-icissocirtionumw suolkc, avw la+ri dimd lot clariy andl/ux lenglh. FOREWORDVideo games play a vital role inour lives and well-being.Aroundtheworid,blllons otpeoplepiayvideogames every cay,transcendIng age and gender, culture and soclety, big cities and small towns.weekiy, and nine In 10 players say they spend as much or more time playing now as they did at the pandemic's peakThere's a deepening recognition af the marfasteringconnertian,buildingnewskils.promotinehealth,andd of the irkrediole diversity of garmeplay experiences across gemres and devices that bring togelher peuple of allMillions of Americaris feel the positive bernefits of video games every dey, ard this study shows the brood reuch video games continue lo havearound the country. We are a borderless community, united by the universal joy of playPresident & Chief Executive Ofhcer, Entertalment Softwove Assoclatfor THEVIDEOGAMEPLAYERCOMMUNITYThe video game community is vast and diverse. Two thirds of Armericans people of all ages, races genders and backgroundsplay vidco gamcs. vidco ga mc playcrs are about as likcly to bc female as malc, and the majority of playcrs aro ovcr 18.65%(age 18+) play video game66%ntAmericansplayvideagames715at lrast weaky87%E S] J8L Aeqvideo game for everynneThereare215.5million actiwevideopame playorsacrossalleges in theU.S.(ag)VIDEO GAME48%identiry as fomale:只70%62%PLAYERSACROSS52%of rmen and boysof women and gitlsALLAGES:play videa gamesplay video gamesIdcntty as malc THEVIDEOGAMEPLAYERCOMMUNITY2023135,6%3%Agns 65+7%OtherAsian/Pacific9%ItlancerAges 55-6424%8%71%12%AGERANGEUncer 18Blaxk/AfritanWhiteAges 415-54AmericanETHNICITYBREAKDOWN10%HIspanic13%36%Agos 35-44Ages 18-34The avcrage vidco gamcAcross all ages.%69of Americans rave at oast oncplayer is76%vitiep game player in their hnuseholrl33 years oldat playrs are nver 1B8participate in fitness/sports activities (34% for players vs.Vidco samc alayers are abaut as llkchy as non plavers taIloved the graphics and the endless37%) and outdoor rccreatfon (24% for playcrs vs. 23%)possibilities of worlds. The storytelling isVideo game players are significantly more likely to participateahways am.azing, and I love the games wherein treative hobbies than non-players [33% vs. 22%]your choices affect the outcome-it's likeliving a thousand lives in one life." THEBENEFITS OFPLAYVideo games offer riany benefits fostering connection in cerson ard online, building new skills and ways of thinking.promotinghca lth and criving cconomic growth. Rocord rumbcrs of Amcricans recognizc the valuo of vidco gamcs in thcir daily lives.VIDEOGAMEPLAYERSSAY.93%97%9%87%89%73%of Americans view gamasas berieficial iri surfle way89%of Americans view gangsprvideViussas useful for buildinig skillsstimilatinVIDEO GAMES88586%86%63%61%CAN HELP BUILD:CogritiveCrealiveTesamwork andCommunicationLeaxlership[AMONGPLAYERS】skillsskillscellaborationskillsskillsskllls THE BENEFITS OFPLAYYounger adults [especially 18 24) are rmore likely to value games for comfort, connection.Ictting loosc and cxcitcmcnt. Dlder adults [ospccialy 65- arc morc likcly to va uc gamcs88%for 'using my brain.' passing time, personal time and to improve themsclves.of players agree video gamescan brlng difterent types otpnopke together63%57%REASONS FOR PLAYING:To have funUrwind90%af players agree vidcogames can create aoessibleexperiences for penple withsalqe: uaap46%44%38%26%FscapeUsc my brainCamtortConnection83%of players sy video gamescreste a feeling of communityI My older sibling has autism and quicklydeveloped a special interest in video games.73%I bonded with him and spent time with himof parents say videu ganesthrough video games, andIstill do today.were 2 much-neededbreak for theit child during-a player on what got them Into video gamesthe pancemlc The vast majority of video game players play with cthers, including friends, fanily and partners. The number of Armiericans who83%play wich othars nnline pr in-nersnn[up from 77% in 2021 and 65% in 2020]Plaryers sperrd an41% of that time is bpentaveragear(25% online multiplayer,playing witn athers13 hours a weekplaying video games16% In-person m