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News

  Study: Over 50% Of U.S. Adults Play Games, Platform Choices Split By Age
by Chris Remo
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December 9, 2008
 
Study: Over 50% Of U.S. Adults Play Games, Platform Choices Split By Age
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A new study released by the Pew Internet & American Life Project claims that a slim majority of adults in the United States now play video games, with preferred platform choices being stratified by age group.

Drawing from data collected in surveys during 2007 and 2008, Pew claims that 53 percent of Americans age 18 or older play games on some kind of device -- including personal computers, game consoles, and handheld devices.

In addition, 21 percent of American adults play approximately every day. Meanwhile, nearly all American teens play games, at a proportion of 97 percent.


Unsurprisingly given the disparity between the playing habits of teens and adults, gaming becomes less common among adults as age increases. While just over half of adults play games, 81 percent of adults age 18 to 29 play games -- a proportion that drops to 12 percent among those 65 years of age or older.

That said, amongst that 12 percent of 65-plus gamers, over a third of them play games every day or or nearly every day, whereas that statistic for all other surveyed age groups fell between 19 and 21 percent. Pew postulates that the increased proportion of retirees among that age group contributes to the trend.


Older gamers are also more likely to play games on PC as opposed to consoles. Among adult gamers, proportional PC usage steadily increases from the 18-29 age group, to 30-49, to 50-64, reaching a high of 83 percent, then slightly dropping off for 65-plus. Meanwhile, console usage drops in parallel to a low of 23 percent.


Interestingly, parents were 10 percent more likely to play PC games than non-parents, and a whopping 19 percent more likely to play console games than non-parents; similar gains were realized even with handheld consoles and other portable systems like cell phones.

As a footnote, despite 9 percent of gamers (and 21 percent of teen gamers) claiming experience playing MMOs, a mere 2 percent of gamers reported entering virtual worlds like Second Life.

 
   
 
Comments

Michelle Stewart
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in a similar vein, i recently worked on an effort to bring gaming to adult learning via call center training. as new generations have been entering the workforce for quite some time, training methods have not kept up. the game can be previewed at www.mypakragames.com/free_oranges/

Carl Chavez
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This survey is further evidence that the gaming industry should ignore the traditional perceptions of the 18-29 demographic as the primary source of revenue.

Seriously! The largest active populations for games are outside the 18-29 demographic, yet most of us develop games for that demographic. That demographic whines the most about features, steals the most through piracy, buys most games used, causes all sorts of trouble... are they really worth it?

Meanwhile, gamers over 30 are buying games, playing games, buying games for their kids, and generally being a reliable market. Speaking of buying games for their kids... the under-18 demographic is not represented in this survey, but when something like "Imagine: Babies" sells 2.5 million copies because parents are buying games for their kids, there is clearly a potential for profit in under-18 demographics. That's more copies sold than Gears of War 2, and at a far lower cost of development!

Anthony Velli
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This thing is skewing reality. Note the wording of the question, "How often do you play games on a computer, video game system, etc". 65+ people are not playing video games, which is why they're so poorly represented on consoles. They're playing electronic versions of board and card games. Solitaire is a game on a computer, chess is a game on a computer, but they are not video or computer games.

This type of survey is counterproductive because it has no merit as a statistical study. By lumping card games in with video games the whole things credability is thrown out the window.

Frank Smith
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So, is the PC dead or not?

Adam Bishop
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re: Anthony's comments

Actually, it's more a question of definition. Why isn't a game of chess played on the computer a video game? It's clearly a game, and it's clearly played through video interactions. If what you mean is that they're not "hardcore" games, then that's true, but trivially so. The point of this type of research is to determine what the potential market is for *all* types of games played on computers and consoles. It's useful for developers to know that there are potentially very large markets of players for games that are not shooters, platformers, etc. In that sense, these types of surveys are extremely useful.

Jason Seabaugh
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I'm not really getting anything out of this either. XX% playing a few times a month vs XX% playing a few times a week isn't really good data. And what determines whether or not you're a "gamer"? Differentiating between "adults" that play games and "gamers" that play games.... it's all so stupid. Bottom line; older people tend to play PC games because they've been playing them for a while and younger poeple are more open to buying consoles, and once you switch to consoles there is little reason to back to a platform which requires you to spend hundreds of dollars upgrading every year just to stay current.

Ultimately I think there might be some conclusions you could draw out of this report but they aren't adequitely represented.

Carl Chavez
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@Jason:

A minor correction: you are under the mistaken belief that all PC games must use cutting-edge technology. However, most games that cater to the over-30 demographic do not use cutting-edge technology. Most of them work on any PC or Mac sold within the last few years. That is a big reason why the potential market is so big: the barrier to entry is very low. An over-30 gamer can play a game on their PC or Mac without extra investment beyond software that costs $20-50, but he or she must pay hundreds of dollars for a console game and peripherals, and the software is $50-60.

Mike Lopez
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I would have like to see some survey questions on people's game buying habits, price range and distribution type (retail vs. digital).

Mark Rebane
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Carl is right imho. If the PC game you develop runs on any PC that can run Facebook, then the barrier to entry is virtually non-existant. People in these categories buy or otherwise have access to PCs for purposes other than gaming, but they also use those PCs for gaming.

More research would be useful. In addition to Mike's suggestion, the other thing that would have perhaps been interesting to see is a break-down into game genres played? I think this survey does contain useful data about target demographics, but it still doesn't demonstrate the experiences these people are necessarily looking for.


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