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<?xml-stylesheet type="text/xsl" href="http://www.curse.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Other : gamers</title><link>http://www.curse.com/blogs/other-en-news/archive/tags/gamers/default.aspx</link><description>Tags: gamers</description><dc:language>en-US</dc:language><generator>CommunityServer 2008 SP1 (Build: 30619.63)</generator><item><title>Women Comprise 40 Percent of U.S. Gamers</title><link>http://www.curse.com/blogs/other-en-news/archive/2008/09/17/N12029Id.aspx</link><pubDate>Sun, 20 Jul 2008 22:36:32 GMT</pubDate><guid isPermaLink="false">045f8e2a-3b25-43b2-9769-9c60de2974e3:18099</guid><dc:creator>Zyuu</dc:creator><slash:comments>21</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.curse.com/blogs/other-en-news/rsscomments.aspx?PostID=18099</wfw:commentRss><comments>http://www.curse.com/blogs/other-en-news/archive/2008/09/17/N12029Id.aspx#comments</comments><description>&lt;p&gt;According to a new research, women comprise 40 percent of U.S. Gamers.  This new survey which was released recently by the video game industry&amp;#39;s trade group, the Entertainment Software Association (ESA) also tell us that the average age of gameplayers has risen to 35.
&lt;/p&gt;&lt;p&gt;&lt;b&gt;&amp;quot;This new data underscores the fundamental principle that computer and video games are a mainstream entertainment form, which captures the imagination of every segment of our society,&amp;quot;&lt;/b&gt; said Michael D. Gallagher, CEO of the ESA, the U.S. association representing computer and video game publishers. &lt;b&gt;&amp;quot;No longer is there a stereotypical gamer. With deeper market penetration and the broadening of our audience base, video games have incorporated themselves into America&amp;#39;s cultural and social fabric.&amp;quot;&lt;/b&gt;
&lt;/p&gt;&lt;p&gt;&lt;br /&gt;
&lt;b&gt;Among the survey&amp;#39;s main findings: &lt;/b&gt;
&lt;/p&gt;
&lt;ul&gt;&lt;li&gt; 65 percent of American households play computer and video games;
&lt;/li&gt;&lt;li&gt; 38 percent of American homes have a video game console;
&lt;/li&gt;&lt;li&gt; The average game player is 35 years old;
&lt;/li&gt;&lt;li&gt; One out of four gamers are over age 50;
&lt;/li&gt;&lt;li&gt; Women age 18 or older represent a significantly greater portion of the game-playing population (33 percent) than boys age 17 or younger (18 percent); and,
&lt;/li&gt;&lt;li&gt; 41 percent of Americans expect to purchase one or more games this year.
&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;The new research also shows how involved parents are in the way their children buy, rent and play games:
&lt;/p&gt;
&lt;ul&gt;&lt;li&gt; 94 percent of parents are present when games are purchased or rented;
&lt;/li&gt;&lt;li&gt; 88 percent of parents report always or sometimes monitoring the games their children play; and,
&lt;/li&gt;&lt;li&gt; 63 percent of parents believe games are a positive part of their children&amp;#39;s lives.
&lt;/li&gt;&lt;/ul&gt;&lt;div class="cb"&gt;&lt;/div&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.curse.com/aggbug.aspx?PostID=18099" width="1" height="1"&gt;</description><category domain="http://www.curse.com/blogs/other-en-news/archive/tags/gamers/default.aspx">gamers</category><category domain="http://www.curse.com/blogs/other-en-news/archive/tags/women/default.aspx">women</category><category domain="http://www.curse.com/blogs/other-en-news/archive/tags/female/default.aspx">female</category><category domain="http://www.curse.com/blogs/other-en-news/archive/tags/percent/default.aspx">percent</category><category domain="http://www.curse.com/blogs/other-en-news/archive/tags/comprise/default.aspx">comprise</category></item><item><title>ISFE European Gamers market research</title><link>http://www.curse.com/blogs/other-en-news/archive/2008/09/17/N10164Id.aspx</link><pubDate>Tue, 27 May 2008 18:04:41 GMT</pubDate><guid isPermaLink="false">045f8e2a-3b25-43b2-9769-9c60de2974e3:22197</guid><dc:creator>Zyuu</dc:creator><slash:comments>0</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.curse.com/blogs/other-en-news/rsscomments.aspx?PostID=22197</wfw:commentRss><comments>http://www.curse.com/blogs/other-en-news/archive/2008/09/17/N10164Id.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media.curse.com/dl2/23/129/975.jpg/empire_altdorf_emperorpalac.jpg" style="margin-left:6px;float:right;" alt="" /&gt;&lt;/a&gt;&lt;b&gt;ISFE-Nielsen Research Shows Gaming As A Top Leisure Activity For Kids, Adults And Parents Across Europe
&lt;/p&gt;&lt;p&gt;Brussels, Belgium, 27 May 2008&lt;/b&gt; – ISFE, the Interactive Software Federation of Europe, today revealed new research findings that reflect the evolving trends among European videogame players. Across 15 markets, people between the ages of 16 and 49 said they spend nearly as much time gaming as they do watching TV or socializing with family and friends, and opt for gaming as a fun way to spend time while stimulating the imagination and staying mentally fit .
&lt;/p&gt;&lt;p&gt;The results of the research project, conducted by Nielsen Games on behalf of ISFE, demonstrate the current make up of the European market for videogames. The findings put to rest some commonly held misperceptions about today’s gaming community.
&lt;/p&gt;
&lt;ul&gt;&lt;li&gt; Videogames rate among top common leisure activities for Europeans. 40% of people play between 6 -14 hours a week, alongside time spent watching TV, surfing the Internet or visiting with friends and family
&lt;/li&gt;&lt;/ul&gt;
&lt;ul&gt;&lt;li&gt; Videogames are recognized as offering unique benefits in relation to other mainstream entertainment such as TV and film. 72% play videogames for fun, 57% play as a way to stimulate the imagination, 45% say gaming makes them think. The social aspect of gaming online with others is a strong secondary motivator for game players
&lt;/li&gt;&lt;/ul&gt;
&lt;ul&gt;&lt;li&gt; Europeans are playing responsibly at home. 81% of parents who game do so with their children. More than half of gaming parents always monitor what games their children play, as well as their game purchase choices
&lt;/li&gt;&lt;/ul&gt;
&lt;ul&gt;&lt;li&gt; For non-gamers, there appears to be little to no negative sentiment towards videogames. Half of those who don’t play (48%) cite simple lack of time as main reason for not playing videogames.
&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;Jens Uwe Intat, Chairman of the ISFE board said: “Our research findings cement what those who work in the industry understand as a given, namely that videogames hold a recognized place in today’s entertainment culture. The people that are videogaming today are of all ages, of both genders and of all nationalities. As an industry, we offer a huge variety of entertainment choices for all tastes and skill levels, and adult tax payers, grandparents and kids alike are playing in the way that suits them best.”
&lt;/p&gt;&lt;p&gt;&lt;b&gt;Recognition of PEGI, the European age rating system for videogames&lt;/b&gt;
&lt;/p&gt;&lt;p&gt;Across the 15 countries surveyed, recognition of the Pan European Gaming Information (PEGI) age rating symbols is nearly universal (93%). When considering the PEGI age rating symbols, almost half of all parents surveyed said they find the current system either ‘extremely useful’ or ‘very useful’.
&lt;/p&gt;&lt;p&gt;“With about 70% of the top selling games within the major European regions [1] being rated 3+, there is a great variety of games that are suitable not only for the so called ‘hard core gamer’, but actually for the entire family. Parents have a great choice today when it comes to choosing a game for their kids, it is great to see that PEGI ratings and descriptors are proving to be recognized as a helpful tool by parents”, adds Patrice Chazerand, Secretary General of ISFE.
&lt;/p&gt;&lt;p&gt;&lt;b&gt;Key European markets driving sector growth&lt;/b&gt;
&lt;/p&gt;&lt;p&gt;The European market represents a greater share of global videogame-related sales than ever before. In 2007, interactive software sales in nine major European markets [2] reached an estimated level of €7.3 billion. Representing games software alone (i.e. the games themselves, excluding the revenue generated by sales of hardware), this figure represents an increase of 25% year on year. The UK alone generated €2.3 billion in revenue, followed by France (€1.6bn), Germany (€1.4bn), Spain (€0.7bn) and Italy €0.6bn) [3].
&lt;/p&gt;&lt;p&gt;&lt;b&gt;Profile of Gamers: A Snapshot across Europe&lt;/b&gt;
&lt;/p&gt;&lt;p&gt;Based on a nationally representative sample from the UK, Finland and Spain [4], chosen to represent a range of European geographies and stages of market development, the proportion of the adult population playing video games has reached very significant levels:
&lt;/p&gt;
&lt;ul&gt;&lt;li&gt; In the UK, 37 % of the population aged between 16 and 49 describe themselves as active gamers defined as currently playing games on a console, handheld device or PC. The same is true for 28% of the population in Spain and Finland.
&lt;/li&gt;&lt;/ul&gt;
&lt;ul&gt;&lt;li&gt; Videogames are not restricted to the ‘younger crowd’; 33% of those aged 30 to 49 in the UK classify themselves as active gamers, followed by 23% in Finland and 16% in Spain.
&lt;/li&gt;&lt;/ul&gt;
&lt;ul&gt;&lt;li&gt; Females represent a sizeable proportion of the games market: 29% of women aged 16 to 49 in the UK, and 18% in Spain and Finland, describe themselves as active gamers.
&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;Over six in ten gamers say they play online. Online gaming transcends gender and age, with 62% stating online play as a key part of the overall gaming experience.
&lt;/p&gt;
&lt;ul&gt;&lt;li&gt; Two in ten European gamers have completed graduate or post graduate degrees. 17% of gamers categorized themselves in professional or service-related industries (i.e. law, medicine, banking), while a further 12% said they work in sales, entrepreneurial areas or management.
&lt;/li&gt;&lt;/ul&gt;
&lt;ul&gt;&lt;li&gt; 72% of European gamers use their games console as a multimedia device for broader media activities such as accessing the Internet, playing DVDs or listening to MP3’s.
&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;&lt;b&gt;About this report&lt;/b&gt;
&lt;/p&gt;&lt;p&gt;Data and analysis from this press release is taken from the Video Gamers in Europe 2008 report, prepared for the International Software Federation of Europe (ISFE) by Nielsen Games. The consumer survey of 6000 gamers in 15 countries was carried out with respondents who were active gamers aged 16-49. Research was conducted online in the UK, France, Germany, Italy, Spain, Benelux (defined as Belgium, The Netherlands, Luxembourg), Switzerland, Austria, Denmark, Sweden, Norway, Finland, CzechRepublic, Poland and Latvia.
&lt;/p&gt;&lt;p&gt;For the full report see&amp;nbsp;: &lt;a href="http://www.isfe.eu"&gt;http://www.isfe.eu&lt;/a&gt;
&lt;/p&gt;&lt;div class="cb"&gt;&lt;/div&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.curse.com/aggbug.aspx?PostID=22197" width="1" height="1"&gt;</description><category domain="http://www.curse.com/blogs/other-en-news/archive/tags/research/default.aspx">research</category><category domain="http://www.curse.com/blogs/other-en-news/archive/tags/gamers/default.aspx">gamers</category><category domain="http://www.curse.com/blogs/other-en-news/archive/tags/market/default.aspx">market</category><category domain="http://www.curse.com/blogs/other-en-news/archive/tags/european/default.aspx">european</category><category domain="http://www.curse.com/blogs/other-en-news/archive/tags/isfe/default.aspx">isfe</category></item><item><title>ESA Report Shows 38% of Gamers Are Female</title><link>http://www.curse.com/blogs/other-en-news/archive/2008/09/17/N7320Id.aspx</link><pubDate>Tue, 04 Mar 2008 11:11:54 GMT</pubDate><guid isPermaLink="false">045f8e2a-3b25-43b2-9769-9c60de2974e3:26766</guid><dc:creator>Zyuu</dc:creator><slash:comments>5</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.curse.com/blogs/other-en-news/rsscomments.aspx?PostID=26766</wfw:commentRss><comments>http://www.curse.com/blogs/other-en-news/archive/2008/09/17/N7320Id.aspx#comments</comments><description>&lt;div class="wikiimg_%s"&gt;&lt;a href="http://my.cursebeta.com/users/zyuu/images/details/117869/"&gt;&lt;img src="http://media.curse.com/adjust_images/resize/625x500/117/869.jpg" alt="female gamers" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;/a&gt;
&lt;p&gt;&lt;b&gt;Washington (dbTechno)&lt;/b&gt; - A new report released by the Entertainment Software Association has found that 38% of gamers are female. The ESA report stated that the majority of female gamers play the Nintendo DS, as well as games such as The Sims. Female gamers make up the majority of the market for casual games, featured on the DS, as well as the Nintendo Wii.
&lt;/p&gt;&lt;p&gt;The ESA stated that girls spend 7.4 hours each and every week playing video games.
&lt;/p&gt;&lt;p&gt;Video games have always thought to have been a male-dominated activity, but things are definitely changing.
&lt;/p&gt;&lt;p&gt;The ESA has found through studies that quite a few females are gamers.
&lt;/p&gt;&lt;p&gt;They found that the majority of games females play are casual handheld games such as games on the Nintendo DS, as well as The Sims. They also enjoy social games such as MMOs.
&lt;/p&gt;&lt;p&gt;It seems that it is not just guys who are playing video games in their free time anymore.
&lt;/p&gt;&lt;div class="cb"&gt;&lt;/div&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.curse.com/aggbug.aspx?PostID=26766" width="1" height="1"&gt;</description><category domain="http://www.curse.com/blogs/other-en-news/archive/tags/gamers/default.aspx">gamers</category><category domain="http://www.curse.com/blogs/other-en-news/archive/tags/female/default.aspx">female</category></item></channel></rss>