[This unedited press release is made available courtesy of Gamasutra and its partnership with notable game PR-related resource GamesPress.]
The Interactive Software Federation of Europe (ISFE),
representing the European video games industry, has published a new
report containing detailed consumer information about gaming
habits, broader media interests, online gameplay, gaming in a
family context and the PEGI age rating system. Nearly 15,000 online
respondents from 16 European countries completed the survey.
In respect of the UK, the study’s key headlines note:
· Incidence of gaming amongst the online population
is 40%
·
43% of parents play games with their children
·
The majority of children (aged 6-15) are buying or receiving
games
·
Half of the online population recognises PEGI age rating
symbols
·
30% of the online population are very or fairly interested in
gaming
The full report and 16 individual country reports can be
accessed at:
http://www.isfe.eu/videogames-europe-2012-consumer-study
Simon Little, Managing Director of ISFE said: "
We are delighted to see gamers represented so broadly across
the European population. It shows beyond doubt that gaming has
taken its place as an established form of entertainment, having
become so easily accessible on so many platforms and devices over
the last few years. It is great to see that 1 in 2 people in Europe
recognise the PEGI age labels and that nearly everyone finds them
clear and useful. This provides the necessary impetus to educate
the parents that are not yet aware of them."
Laurie Hall, Director General of the VSC said:
“This is a comprehensive study that clearly indicates how
gaming has progressed to become a major form of entertainment in
its own right. From a ratings perspective it is gratifying to
see that 51% of respondents recognize the PEGI ratings symbols with
86% finding the symbols clear and understandable whilst 89% find
them useful.
In addition, it is also interesting to note that 66% of
the respondents agree that PEGI ratings should also apply to app
and social networking games.
The study also dispels the myth that video gaming is
predominantly a solitary and obsessive pastime played by isolated
teenagers who have no other interests.”
Ends
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