Video Game Industry Analysis

2720 Words11 Pages
SALES, DEMOGRAPHIC AND USAGE DATA 2013 ESSENTIAL FACTS ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY [ iii ] “No other sector has experienced the same explosive growth as the computer and video game industry. Our creative publishers and talented workforce continue to accelerate advancement and pioneer new products that push boundaries and unlock entertainment experiences. These innovations in turn drive enhanced player connectivity, fuel demand for products, and encourage the progression of an expanding and diversified consumer base.” —Michael D. Gallagher, president and CEO, Entertainment Software Association [ iv ] WHAT’S INSIDE WHO IS PLAYING 2 3 Who Plays Computer and Video Games? Who Buys Computer and Video Games?…show more content…
of parents believe that the parental controls available on all new video game consoles are useful. Further, parents impose time usage limits on video games more than any other form of entertainment: 86% 79% of parents place time limits on video game playing 78% of parents place time limits on Internet usage 72% of parents place time limits on television viewing 69% of parents place time limits on movie viewing of the time parents are
Open Document