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2010
 SALES, DEMOGRAPHIC AND USAGE DATA




ESSENTIAL
  FACTS
 ABOUT THE COMPUTER
   AND VIDEO GAME
      INDUSTRY
© 2010 ENTERTAINMENT SOFTWARE ASSOCIATION
WHAT’S INSIDE
                   WHO IS PLAYING
                   2            Who Plays Computer and Video Games?
                   4            How Long Have Gamers Been Playing?
                   5            Parents and Games
                   6            Parents Play Games


                   AT PLAY
                   7            2009 Computer and Video Game Sales by Rating
                   7            What Were the Top-Selling Game Genres in 2009?
                   8            What Were the Top-Selling Games of 2009?
                   9            Who Plays Games Online?
                   9            How Many Gamers Play Games Online?
                   9            What is the One Type of Online Game Played Most Often?
                   9            How Many Americans Play Games on Wireless Devices?


                   THE BOTTOM LINE
                   10           Recent Sales Information (2008 and 2009)
                   11           Historical Sales Information (1996 – 2009)
                   11           How Many Americans Plan to Buy Games in 2010?


                   WHO WE ARE
                   12           About the ESA
                   12           ESA Members


                   OTHER RESOURCES
                   13           ESA Partners

ALL DATA IN THIS DOCUMENT IS FROM THE ESA’S 2010 CONSUMER SURVEY UNLESS OTHERWISE NOTED. The Entertainment Software
Association (ESA) released its 2010 Essential Facts About the Computer and Video Game Industry at the 2010 E3 Expo. The annual
research was conducted by Ipsos MediaCT for the ESA. The study is the most in-depth and targeted survey of its kind, gathering
data from almost 1,200 nationally representative households that have been identified as owning either or both a video game
console or a personal computer used to run entertainment software.
WHO IS PLAYING
             GAMER DEMOGRAPHICS



WHO PLAYS COMPUTER AND VIDEO GAMES?

                 67%
              of American households
           play computer or video games.




        The average game player age is:


                     34
                                 25%
                                              AGE
                                              of Game Players
           49%                                25% under 18 years
                                              49% 18-49 years
                                              26% 50+ years
                                 26%




                     In 2010,


                  26%
         of gamers were over the age of 50.




                        [2]
WHO IS PLAYING
                       GAMER DEMOGRAPHICS



     There are games now for pretty much every age, every
 demographic. More and more women are going online. It comes
down to everybody is playing games. Games are just evolving like
    species in order to fit into every little niche of our lives.”
       —– Jesse Schell, instructor of entertainment technology at
                     Carnegie Mellon University




                                             40%
                                                        GENDER
                                                        of Game Players
                    60%
                                                        60% male
                                                        40% female




           WOMEN age 18 or older represent a significantly
         greater portion of the game-playing population (33%)
                  than boys age 17 or younger (20%).



  WHO BUYS COMPUTER AND VIDEO GAMES?
                     The average age of the most
                     frequent game purchaser is:


                              40
   Of game purchasers, 54% are male and 46% are female.
                                 [3]
WHO IS PLAYING
                      GAMER DEMOGRAPHICS



  HOW LONG HAVE GAMERS BEEN PLAYING?

                             12
            is the average number of years adult gamers
            have been playing computer or video games.



        Among most frequent gamers, males average
    13 years of game playing, females average 10 years.




                         64%
          of gamers play games with other gamers in person.
     This is an increase from 62% in 2009 and from 59% in 2008.




                         67%
             of homes in America own either a console
           and/or PC used to run entertainment software.



Nothing has captured the mind space of both students and kids
   and adults as games have. They are deeply immersive.”
      — Kumar Garg, policy analyst for the Office of Science and
              Technology Policy for the White House




                                [4]
WHO IS PLAYING
                                       PARENTS AND GAMES



                            PARENTS* AND GAMES

                                      93%
      of the time parents are present at the time games are purchased or rented.




                                      64%
          of parents believe games are a positive part of their children’s lives.


    Video gaming as a family has the potential to bring generations together,
    provide experience of digital technologies to all ages, and develop social
         skills such as turn-taking — all in activity described as ‘fun’.”
                – Mary Ulicsak, Martha Wright and Sue Cranmer, Futurelab




                                      86%
of the time children receive their parents’ permission before purchasing or renting a game.




                                      48%
     of parents play computer and video games with their children at least weekly.


             Parents report always or sometimes monitoring the
                 games their children play 97% of the time.
    *Parents with kids under 18 who also own a game console and/or computer used to play games.

                                               [5]
WHO IS PLAYING
                           PARENTS AND GAMES


DO PARENTS CONTROL WHAT THEIR KIDS PLAY?

                            76%
         of parents believe that the parental controls available in
   all new video game consoles are useful. Further, parents impose time
 usage limits on video games more than any other form of entertainment:

       83% of parents place time limits on video game playing
       78% of parents place time limits on television viewing
        75% of parents place time limits on Internet usage
        66% of parents place time limits on movie viewing


                  PARENTS PLAY GAMES

           THE TOP    ™
                      REASONS PARENTS PLAY
           VIDEO GAMES WITH THEIR CHILDREN:
    – It’s fun for the entire family: 87%
    — Because they’re asked to: 83%
    ˜ It’s a good opportunity to socialize with the child: 75%
    ™ It’s a good opportunity to monitor game content: 60%




                                  [6]
AT PLAY
                                                            TOP SELLERS


  Best-Selling VIDEO GAME Super Genres by Units Sold, 2009
       Strategy 6.4%                                                    2% Other Games/Compilations
                                                                        19.5% Action


    Sport Games 19.6%                                                   6.6% Adventure

                                                                        0.3% Arcade

        Shooter 12.2%                                                   0.9% Children's Entertainment

                                                                        15.3% Family Entertainment
    Role-Playing 5.8%
                                                                        4.1% Fighting
        Racing 6.7%                                                     0.4% Flight
                        Source: The NPD Group/Retail Tracking Service




        2009 Computer and Video Game Sales by Rating
                                           BY UNITS SOLD
              48%

                                                      22.3%         17.4%
                                 12.1%
           EVERYONE          EVERYONE 10+             TEEN         MATURE
               (E)                (E10+)                   (T)          (M)



                        Source: The NPD Group/Retail Tracking Service


Best-Selling COMPUTER GAME Super Genres by Units Sold, 2009
                                                                        2.2%    Other Games/Compilations
                                                                        3.2%    Action
                                                                        10.2%   Adventure
                                                                        0.3%    Arcade
                                                                        1.7%    Children's Entertainment


       Strategy 35.5%                                                   18.7% Family Entertainment

                                                                        0.1%    Fighting
                                                                        1.8%    Flight
    Sport Games 1.6%                                                    0.8%    Racing
                                                                        13.9%   Role-Playing
        Shooter 10.1%
                        Source: The NPD Group/Retail Tracking Service


                                               [7]
AT PLAY
                                                  TOP SELLERS


  TOP 20 SELLING VIDEO GAMES OF 2009
                                  BY UNITS SOLD

  Rank   Title                                     Platform         ESRB Rating
    1    CALL OF DUTY: MODERN WARFARE 2              360              Mature
    2    NEW SUPER MARIO BROS. WII                    WII            Everyone
    3    WII SPORTS RESORT W/ WII MOTION PLUS         WII            Everyone
    4    WII FIT W/ BALANCE BOARD                     WII            Everyone
    5    MARIO KART W/ WHEEL                          WII            Everyone
    6    WII PLAY W/ REMOTE                           WII            Everyone
    7    CALL OF DUTY: MODERN WARFARE 2              PS3              Mature
    8    WII FIT PLUS W/BALANCE BOARD                 WII            Everyone
    9    HALO 3: ODST                                360              Mature
   10    POKEMON PLATINUM VERSION                    NDS             Everyone
   11    MADDEN NFL 10                               360             Everyone
   12    NEW SUPER MARIO BROS                        NDS             Everyone
   13    MARIO KART DS                               NDS             Everyone
   14    ASSASSIN’S CREED II                         360              Mature
   15    MADDEN NFL 10                               PS3             Everyone
   16    LEFT 4 DEAD 2                               360              Mature
   17    MARIO & LUIGI: BOWSER’S INSIDE STORY        NDS             Everyone
   18    UFC 2009 UNDISPUTED                         360               Teen
   19    EA SPORTS ACTIVE BUNDLE                      WII            Everyone
   20    RESIDENT EVIL 5                             360              Mature
                 Source: The NPD Group/Retail Tracking Service




TOP 20 SELLING COMPUTER GAMES OF 2009
                                 BY UNITS SOLD
  RANK   TITLE                                                      ESRB RATING
    1    THE SIMS                                                       Teen
    2    WORLD OF WARCRAFT: WRATH OF THE LICH KING EXPANSION PACK       Teen
    3    THE SIMS 2 DOUBLE DELUXE                                       Teen
    4    WORLD OF WARCRAFT: BATTLE CHEST                                Teen
    5    CALL OF DUTY: MODERN WARFARE 2                                Mature
    6    WORLD OF WARCRAFT                                              Teen
    7    THE SIMS 3: WORLD ADVENTURES EXPANSION PACK                    Teen
    8    SPORE                                                      Everyone 10+
    9    DRAGON AGE: ORIGINS                                           Mature
   10    EMPIRE: TOTAL WAR                                              Teen
   11    THE SIMS 3 COLLECTOR’S ED                                      Teen
   12    WORLD OF WARCRAFT: BURNING CRUSADE EXPANSION PACK              Teen
   13    AION                                                           Teen
   14    THE SIMS 2 APARTMENT LIFE EXPANSION PACK                       Teen
   15    STARCRAFT: BATTLE CHEST                                       Mature
   16    WARHAMMER 40,000: DAWN OF WAR II                              Mature
   17    LEFT 4 DEAD 2                                                 Mature
   18    MUMBO JUMBO ASSORTMENT                                       Everyone
   19    DIABLO BATTLE CHEST                                           Mature
   20    WARCRAFT III BATTLE CHEST                                      Teen
                 Source: The NPD Group/Retail Tracking Service



                                       [8]
AT PLAY
                               ONLINE AND WIRELESS


                WHO PLAYS GAMES ONLINE?

       58%
of online game players are male.
                                                       42%
                                            of online game players are female.



    17% of most frequent gamers pay to play online games.

          WHAT IS THE ONE TYPE OF ONLINE
            GAME PLAYED MOST OFTEN?
                                             Other
                                           12%

                                                       Downloadable Games
                                                 11%

        Puzzle, Board Game,    42%
          Game Show, Trivia,                     14%   Persistent
                 Card Games                            Multi-Player Universe
                                       20%
                                             Action/Sports/
                                             Strategy/Role-Playing



               HOW MANY AMERICANS PLAY
                 ON WIRELESS DEVICES?

                                 42%
             of heads of households report they play games on
    wireless devices such as a cell phone or PDA, up from 20% in 2002.



                                     [9]
WHAT’S THE BOTTOM LINE?
            RECENT SALES INFORMATION



U.S. Computer and Video Game DOLLAR Sales: 2008 and 2009
                                DOLLARS IN BILLIONS


                                                           11.7
                                                            .7          10.5
       11                                                   11           .54
                   9.9                                                   9.9




                                   .7          .54

      2008        2009           2008         2009         2008         2009
       VIDEO GAME SALES          COMPUTER GAME SALES     COMBINED COMPUTER AND
                                                         VIDEO GAME DOLLAR SALES



                     Source: The NPD Group/Retail Tracking Service




 U.S. Computer and Video Game UNIT Sales: 2008 and 2009
                                 UNITS IN MILLIONS

                                                           298.3
                                                            29.2        273.5
                                                           269.1        23.5
      269.1
                   250                                                   250




                                  29.2        23.5
      2008         2009          2008         2009         2008         2009
       VIDEO GAME UNITS          COMPUTER GAME UNITS      COMBINED COMPUTER AND
                                                           VIDEO GAME UNIT SALES


                     Source: The NPD Group/Retail Tracking Service



                                         [ 10 ]
WHAT’S THE BOTTOM LINE?
    HISTORICAL SALES INFORMATION


         U.S. Computer and Video Game DOLLAR Sales Growth
                                         DOLLARS IN BILLIONS


                                                                                     11.7
                                                                                             10.5
                                                                             9.5
                                                           7.3   6.9   7.5
                                               6.9   7.0
                           5.5   5.5     6.0
                   4.8
           3.7
   2.6
   1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009

                            Source: The NPD Group/Retail Tracking Service




 As technology — and as these incredible artists that work on video
games — continue to push the envelope the entire video game sector
 will explode. It’s not going to go away. If anything, it will take over.”
                                       — Shia LeBeouf, Actor


          U.S. Computer and Video Game UNIT Sales Growth
                                          UNITS IN MILLIONS


                                                                                     298.3
                                                                             267.8           273.5
                                                  239.5 248.3 227.1 243.1
                                      208.7 224.3
                          183.2 194.8
                  151.3
          107.1
   73.3

   1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009

                            Source: The NPD Group/Retail Tracking Service




                 How Many Americans Expect to Buy Games?


                                        41%
                           of Americans have purchased or plan
                          to purchase one or more games in 2010.
                                                [ 11 ]
WHO WE ARE

ABOUT THE ENTERTAINMENT SOFTWARE ASSOCIATION
The ESA is the U.S. association dedicated to serving the business and public affairs needs of
companies publishing interactive games for video game consoles, handheld devices, personal
computers, and the Internet. The ESA offers services to interactive entertainment software publishers
including a global anti-piracy program, owning the E3 Expo, business and consumer research,
federal and state government relations, First Amendment and intellectual property protection efforts.
For more information about the ESA and its programs, please visit www.theESA.com.


                                         ESA MEMBERS
                                             as of May, 2010

 505 GAMES                                                     www.505games.com
 CAPCOM USA, INC.                                              www.capcom.com
 CRAVE ENTERTAINMENT                                           www.cravegames.com
 DEEP SILVER INC.                                              www.deepsilver.com
 DISNEY INTERACTIVE STUDIOS, INC.                              www.disney.go.com/disneyinteractivestudios/
 EIDOS INTERACTIVE                                             www.eidosinteractive.com
 ELECTRONIC ARTS                                               www.ea.com
 EPIC GAMES, INC.                                              www.epicgames.com
 HER INTERACTIVE, INC.                                         www.herinteractive.com
 IGNITION ENTERTAINMENT, LTD.                                  www.ignition-ent.com/us
 KOEI CORPORATION                                              www.koei.com
 KONAMI DIGITAL ENTERTAINMENT AMERICA                          www.konami.com
 MICROSOFT CORPORATION                                         www.microsoft.com
 MTV GAMES                                                     www.mtv.com/games/video_games
 NAMCO BANDAI GAMES AMERICA INC.                               www.namco.com
 NATSUME INC.                                                  www.natsume.com
 NEXON AMERICA INC.                                            www.nexon.net
 NINTENDO OF AMERICA INC.                                      www.nintendo.com
 NVIDIA CORPORATION                                            www.nvidia.com
 O-GAMES, INC.                                                 www.og-international.net
 PLAYLOGIC ENTERTAINMENT, INC.                                 www.playlogicgames.com
 REALTIME WORLDS                                               www.realtimeworlds.com
 SEGA OF AMERICA, INC.                                         www.sega.com
 SEVEN45 STUDIOS                                               www.seven45studios.com
 SLANG                                                         www.slang.vg
 SONY COMPUTER ENTERTAINMENT AMERICA                           www.us.playstation.com
 SONY ONLINE ENTERTAINMENT, INC.                               www.station.sony.com/en/
 SOUTHPEAK INTERACTIVE CORPORATION                             www.southpeakgames.com
 SQUARE ENIX, INC.                                             www.square-enix.com
 TAKE-TWO INTERACTIVE SOFTWARE, INC.                           www.take2games.com
 THQ, INC.                                                     www.thq.com
 TRION WORLD NETWORK, INC.                                     www.trionworld.com
 UBISOFT ENTERTAINMENT, INC.                                   www.ubi.com
 WARNER BROS. INTERACTIVE ENTERTAINMENT INC.                   www.wbie.com
 XSEED GAMES                                                   www.xseedgames.com


                                                   12
OTHER RESOURCES
                                                             ESA PARTNERS

                 For more information on the ESA and its programs,
                           please visit www.theESA.com
ENTERTAINMENT SOFTWARE RATING BOARD (ESRB) | WWW.ESRB.ORG
The Entertainment Software Rating Board (ESRB) is a nonprofit, self-regulatory body established in 1994 by
the ESA. The ESRB independently assigns computer and video game content ratings, enforces industry-
adopted advertising guidelines and helps ensure responsible online privacy practices for the interactive
entertainment software industry. The organization’s mission is to empower consumers, especially parents,
with the ability to make informed decisions about the computer and video games they choose for their
families through the assignment of age and content ratings, and to hold the computer and video game
industry accountable for responsible marketing practices.

ACADEMY OF INTERACTIVE ARTS AND SCIENCES | WWW.INTERACTIVE.ORG
The Academy of Interactive Arts & Sciences® (AIAS) was founded in 1996 as a not-for-profit organization
dedicated to the advancement and recognition of the interactive arts. The Academy’s mission is to promote
and advance common interests in the worldwide interactive entertainment community; recognize outstanding
achievements in the interactive arts and sciences; and conduct an annual awards show (Interactive
Achievement Awards) to enhance awareness of the interactive art form. The Academy also strives to provide
a voice for individuals in the interactive entertainment community. In 2002 the Academy created the D.I.C.E.
(Design, Innovate, Communicate, Entertain) Summit, a once yearly conference dedicated to exploring
approaches to the creative process and artistic expression as they uniquely apply to the development of
interactive entertainment. The Academy has over 10,000 members, with the board comprised of senior
executives from the major videogame companies including Pandemic Studios, Electronic Arts, Microsoft,
Nintendo, Sony and Capcom Entertainment.

INTERNATIONAL GAME DEVELOPERS ASSOCIATION (IGDA) | WWW.IGDA.ORG
The International Game Developers Association is the largest non-profit membership organization serving
individuals that create video games. The IGDA is committed to advancing the careers and enhancing the lives
of game developers by connecting members with their peers, promoting professional development, and
advocating on issues that affect the developer community.

THE NPD GROUP, INC. | WWW.NPD.COM
The NPD Group is the leading global provider of reliable and comprehensive consumer and retail market
research information for a wide range of industries. Today, more than 1,800 manufacturers, retailers and
service companies rely on NPD to help them drive critical business decisions at the global, national and local
market levels. NPD helps its clients to identify new business opportunities and guide product development,
marketing, sales, merchandising and other functions.

VIDEO GAME VOTERS NETWORK | WWW.VIDEOGAMEVOTERS.ORG
The Video Game Voters Network, a grassroots organization of voting-age gamers who organize and take
action in support of computer and video games. Since its creation in 2006, more than 200,000 grassroots
activists have joined the VGVN.




                                                    [ 13 ]
www.theESA.com
© 2010 ENTERTAINMENT SOFTWARE ASSOCIATION

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Esa essential facts_2010 gaming

  • 1. 2010 SALES, DEMOGRAPHIC AND USAGE DATA ESSENTIAL FACTS ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY
  • 2. © 2010 ENTERTAINMENT SOFTWARE ASSOCIATION
  • 3. WHAT’S INSIDE WHO IS PLAYING 2 Who Plays Computer and Video Games? 4 How Long Have Gamers Been Playing? 5 Parents and Games 6 Parents Play Games AT PLAY 7 2009 Computer and Video Game Sales by Rating 7 What Were the Top-Selling Game Genres in 2009? 8 What Were the Top-Selling Games of 2009? 9 Who Plays Games Online? 9 How Many Gamers Play Games Online? 9 What is the One Type of Online Game Played Most Often? 9 How Many Americans Play Games on Wireless Devices? THE BOTTOM LINE 10 Recent Sales Information (2008 and 2009) 11 Historical Sales Information (1996 – 2009) 11 How Many Americans Plan to Buy Games in 2010? WHO WE ARE 12 About the ESA 12 ESA Members OTHER RESOURCES 13 ESA Partners ALL DATA IN THIS DOCUMENT IS FROM THE ESA’S 2010 CONSUMER SURVEY UNLESS OTHERWISE NOTED. The Entertainment Software Association (ESA) released its 2010 Essential Facts About the Computer and Video Game Industry at the 2010 E3 Expo. The annual research was conducted by Ipsos MediaCT for the ESA. The study is the most in-depth and targeted survey of its kind, gathering data from almost 1,200 nationally representative households that have been identified as owning either or both a video game console or a personal computer used to run entertainment software.
  • 4. WHO IS PLAYING GAMER DEMOGRAPHICS WHO PLAYS COMPUTER AND VIDEO GAMES? 67% of American households play computer or video games. The average game player age is: 34 25% AGE of Game Players 49% 25% under 18 years 49% 18-49 years 26% 50+ years 26% In 2010, 26% of gamers were over the age of 50. [2]
  • 5. WHO IS PLAYING GAMER DEMOGRAPHICS There are games now for pretty much every age, every demographic. More and more women are going online. It comes down to everybody is playing games. Games are just evolving like species in order to fit into every little niche of our lives.” —– Jesse Schell, instructor of entertainment technology at Carnegie Mellon University 40% GENDER of Game Players 60% 60% male 40% female WOMEN age 18 or older represent a significantly greater portion of the game-playing population (33%) than boys age 17 or younger (20%). WHO BUYS COMPUTER AND VIDEO GAMES? The average age of the most frequent game purchaser is: 40 Of game purchasers, 54% are male and 46% are female. [3]
  • 6. WHO IS PLAYING GAMER DEMOGRAPHICS HOW LONG HAVE GAMERS BEEN PLAYING? 12 is the average number of years adult gamers have been playing computer or video games. Among most frequent gamers, males average 13 years of game playing, females average 10 years. 64% of gamers play games with other gamers in person. This is an increase from 62% in 2009 and from 59% in 2008. 67% of homes in America own either a console and/or PC used to run entertainment software. Nothing has captured the mind space of both students and kids and adults as games have. They are deeply immersive.” — Kumar Garg, policy analyst for the Office of Science and Technology Policy for the White House [4]
  • 7. WHO IS PLAYING PARENTS AND GAMES PARENTS* AND GAMES 93% of the time parents are present at the time games are purchased or rented. 64% of parents believe games are a positive part of their children’s lives. Video gaming as a family has the potential to bring generations together, provide experience of digital technologies to all ages, and develop social skills such as turn-taking — all in activity described as ‘fun’.” – Mary Ulicsak, Martha Wright and Sue Cranmer, Futurelab 86% of the time children receive their parents’ permission before purchasing or renting a game. 48% of parents play computer and video games with their children at least weekly. Parents report always or sometimes monitoring the games their children play 97% of the time. *Parents with kids under 18 who also own a game console and/or computer used to play games. [5]
  • 8. WHO IS PLAYING PARENTS AND GAMES DO PARENTS CONTROL WHAT THEIR KIDS PLAY? 76% of parents believe that the parental controls available in all new video game consoles are useful. Further, parents impose time usage limits on video games more than any other form of entertainment: 83% of parents place time limits on video game playing 78% of parents place time limits on television viewing 75% of parents place time limits on Internet usage 66% of parents place time limits on movie viewing PARENTS PLAY GAMES THE TOP ™ REASONS PARENTS PLAY VIDEO GAMES WITH THEIR CHILDREN: – It’s fun for the entire family: 87% — Because they’re asked to: 83% ˜ It’s a good opportunity to socialize with the child: 75% ™ It’s a good opportunity to monitor game content: 60% [6]
  • 9. AT PLAY TOP SELLERS Best-Selling VIDEO GAME Super Genres by Units Sold, 2009 Strategy 6.4% 2% Other Games/Compilations 19.5% Action Sport Games 19.6% 6.6% Adventure 0.3% Arcade Shooter 12.2% 0.9% Children's Entertainment 15.3% Family Entertainment Role-Playing 5.8% 4.1% Fighting Racing 6.7% 0.4% Flight Source: The NPD Group/Retail Tracking Service 2009 Computer and Video Game Sales by Rating BY UNITS SOLD 48% 22.3% 17.4% 12.1% EVERYONE EVERYONE 10+ TEEN MATURE (E) (E10+) (T) (M) Source: The NPD Group/Retail Tracking Service Best-Selling COMPUTER GAME Super Genres by Units Sold, 2009 2.2% Other Games/Compilations 3.2% Action 10.2% Adventure 0.3% Arcade 1.7% Children's Entertainment Strategy 35.5% 18.7% Family Entertainment 0.1% Fighting 1.8% Flight Sport Games 1.6% 0.8% Racing 13.9% Role-Playing Shooter 10.1% Source: The NPD Group/Retail Tracking Service [7]
  • 10. AT PLAY TOP SELLERS TOP 20 SELLING VIDEO GAMES OF 2009 BY UNITS SOLD Rank Title Platform ESRB Rating 1 CALL OF DUTY: MODERN WARFARE 2 360 Mature 2 NEW SUPER MARIO BROS. WII WII Everyone 3 WII SPORTS RESORT W/ WII MOTION PLUS WII Everyone 4 WII FIT W/ BALANCE BOARD WII Everyone 5 MARIO KART W/ WHEEL WII Everyone 6 WII PLAY W/ REMOTE WII Everyone 7 CALL OF DUTY: MODERN WARFARE 2 PS3 Mature 8 WII FIT PLUS W/BALANCE BOARD WII Everyone 9 HALO 3: ODST 360 Mature 10 POKEMON PLATINUM VERSION NDS Everyone 11 MADDEN NFL 10 360 Everyone 12 NEW SUPER MARIO BROS NDS Everyone 13 MARIO KART DS NDS Everyone 14 ASSASSIN’S CREED II 360 Mature 15 MADDEN NFL 10 PS3 Everyone 16 LEFT 4 DEAD 2 360 Mature 17 MARIO & LUIGI: BOWSER’S INSIDE STORY NDS Everyone 18 UFC 2009 UNDISPUTED 360 Teen 19 EA SPORTS ACTIVE BUNDLE WII Everyone 20 RESIDENT EVIL 5 360 Mature Source: The NPD Group/Retail Tracking Service TOP 20 SELLING COMPUTER GAMES OF 2009 BY UNITS SOLD RANK TITLE ESRB RATING 1 THE SIMS Teen 2 WORLD OF WARCRAFT: WRATH OF THE LICH KING EXPANSION PACK Teen 3 THE SIMS 2 DOUBLE DELUXE Teen 4 WORLD OF WARCRAFT: BATTLE CHEST Teen 5 CALL OF DUTY: MODERN WARFARE 2 Mature 6 WORLD OF WARCRAFT Teen 7 THE SIMS 3: WORLD ADVENTURES EXPANSION PACK Teen 8 SPORE Everyone 10+ 9 DRAGON AGE: ORIGINS Mature 10 EMPIRE: TOTAL WAR Teen 11 THE SIMS 3 COLLECTOR’S ED Teen 12 WORLD OF WARCRAFT: BURNING CRUSADE EXPANSION PACK Teen 13 AION Teen 14 THE SIMS 2 APARTMENT LIFE EXPANSION PACK Teen 15 STARCRAFT: BATTLE CHEST Mature 16 WARHAMMER 40,000: DAWN OF WAR II Mature 17 LEFT 4 DEAD 2 Mature 18 MUMBO JUMBO ASSORTMENT Everyone 19 DIABLO BATTLE CHEST Mature 20 WARCRAFT III BATTLE CHEST Teen Source: The NPD Group/Retail Tracking Service [8]
  • 11. AT PLAY ONLINE AND WIRELESS WHO PLAYS GAMES ONLINE? 58% of online game players are male. 42% of online game players are female. 17% of most frequent gamers pay to play online games. WHAT IS THE ONE TYPE OF ONLINE GAME PLAYED MOST OFTEN? Other 12% Downloadable Games 11% Puzzle, Board Game, 42% Game Show, Trivia, 14% Persistent Card Games Multi-Player Universe 20% Action/Sports/ Strategy/Role-Playing HOW MANY AMERICANS PLAY ON WIRELESS DEVICES? 42% of heads of households report they play games on wireless devices such as a cell phone or PDA, up from 20% in 2002. [9]
  • 12. WHAT’S THE BOTTOM LINE? RECENT SALES INFORMATION U.S. Computer and Video Game DOLLAR Sales: 2008 and 2009 DOLLARS IN BILLIONS 11.7 .7 10.5 11 11 .54 9.9 9.9 .7 .54 2008 2009 2008 2009 2008 2009 VIDEO GAME SALES COMPUTER GAME SALES COMBINED COMPUTER AND VIDEO GAME DOLLAR SALES Source: The NPD Group/Retail Tracking Service U.S. Computer and Video Game UNIT Sales: 2008 and 2009 UNITS IN MILLIONS 298.3 29.2 273.5 269.1 23.5 269.1 250 250 29.2 23.5 2008 2009 2008 2009 2008 2009 VIDEO GAME UNITS COMPUTER GAME UNITS COMBINED COMPUTER AND VIDEO GAME UNIT SALES Source: The NPD Group/Retail Tracking Service [ 10 ]
  • 13. WHAT’S THE BOTTOM LINE? HISTORICAL SALES INFORMATION U.S. Computer and Video Game DOLLAR Sales Growth DOLLARS IN BILLIONS 11.7 10.5 9.5 7.3 6.9 7.5 6.9 7.0 5.5 5.5 6.0 4.8 3.7 2.6 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 Source: The NPD Group/Retail Tracking Service As technology — and as these incredible artists that work on video games — continue to push the envelope the entire video game sector will explode. It’s not going to go away. If anything, it will take over.” — Shia LeBeouf, Actor U.S. Computer and Video Game UNIT Sales Growth UNITS IN MILLIONS 298.3 267.8 273.5 239.5 248.3 227.1 243.1 208.7 224.3 183.2 194.8 151.3 107.1 73.3 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 Source: The NPD Group/Retail Tracking Service How Many Americans Expect to Buy Games? 41% of Americans have purchased or plan to purchase one or more games in 2010. [ 11 ]
  • 14. WHO WE ARE ABOUT THE ENTERTAINMENT SOFTWARE ASSOCIATION The ESA is the U.S. association dedicated to serving the business and public affairs needs of companies publishing interactive games for video game consoles, handheld devices, personal computers, and the Internet. The ESA offers services to interactive entertainment software publishers including a global anti-piracy program, owning the E3 Expo, business and consumer research, federal and state government relations, First Amendment and intellectual property protection efforts. For more information about the ESA and its programs, please visit www.theESA.com. ESA MEMBERS as of May, 2010 505 GAMES www.505games.com CAPCOM USA, INC. www.capcom.com CRAVE ENTERTAINMENT www.cravegames.com DEEP SILVER INC. www.deepsilver.com DISNEY INTERACTIVE STUDIOS, INC. www.disney.go.com/disneyinteractivestudios/ EIDOS INTERACTIVE www.eidosinteractive.com ELECTRONIC ARTS www.ea.com EPIC GAMES, INC. www.epicgames.com HER INTERACTIVE, INC. www.herinteractive.com IGNITION ENTERTAINMENT, LTD. www.ignition-ent.com/us KOEI CORPORATION www.koei.com KONAMI DIGITAL ENTERTAINMENT AMERICA www.konami.com MICROSOFT CORPORATION www.microsoft.com MTV GAMES www.mtv.com/games/video_games NAMCO BANDAI GAMES AMERICA INC. www.namco.com NATSUME INC. www.natsume.com NEXON AMERICA INC. www.nexon.net NINTENDO OF AMERICA INC. www.nintendo.com NVIDIA CORPORATION www.nvidia.com O-GAMES, INC. www.og-international.net PLAYLOGIC ENTERTAINMENT, INC. www.playlogicgames.com REALTIME WORLDS www.realtimeworlds.com SEGA OF AMERICA, INC. www.sega.com SEVEN45 STUDIOS www.seven45studios.com SLANG www.slang.vg SONY COMPUTER ENTERTAINMENT AMERICA www.us.playstation.com SONY ONLINE ENTERTAINMENT, INC. www.station.sony.com/en/ SOUTHPEAK INTERACTIVE CORPORATION www.southpeakgames.com SQUARE ENIX, INC. www.square-enix.com TAKE-TWO INTERACTIVE SOFTWARE, INC. www.take2games.com THQ, INC. www.thq.com TRION WORLD NETWORK, INC. www.trionworld.com UBISOFT ENTERTAINMENT, INC. www.ubi.com WARNER BROS. INTERACTIVE ENTERTAINMENT INC. www.wbie.com XSEED GAMES www.xseedgames.com 12
  • 15. OTHER RESOURCES ESA PARTNERS For more information on the ESA and its programs, please visit www.theESA.com ENTERTAINMENT SOFTWARE RATING BOARD (ESRB) | WWW.ESRB.ORG The Entertainment Software Rating Board (ESRB) is a nonprofit, self-regulatory body established in 1994 by the ESA. The ESRB independently assigns computer and video game content ratings, enforces industry- adopted advertising guidelines and helps ensure responsible online privacy practices for the interactive entertainment software industry. The organization’s mission is to empower consumers, especially parents, with the ability to make informed decisions about the computer and video games they choose for their families through the assignment of age and content ratings, and to hold the computer and video game industry accountable for responsible marketing practices. ACADEMY OF INTERACTIVE ARTS AND SCIENCES | WWW.INTERACTIVE.ORG The Academy of Interactive Arts & Sciences® (AIAS) was founded in 1996 as a not-for-profit organization dedicated to the advancement and recognition of the interactive arts. The Academy’s mission is to promote and advance common interests in the worldwide interactive entertainment community; recognize outstanding achievements in the interactive arts and sciences; and conduct an annual awards show (Interactive Achievement Awards) to enhance awareness of the interactive art form. The Academy also strives to provide a voice for individuals in the interactive entertainment community. In 2002 the Academy created the D.I.C.E. (Design, Innovate, Communicate, Entertain) Summit, a once yearly conference dedicated to exploring approaches to the creative process and artistic expression as they uniquely apply to the development of interactive entertainment. The Academy has over 10,000 members, with the board comprised of senior executives from the major videogame companies including Pandemic Studios, Electronic Arts, Microsoft, Nintendo, Sony and Capcom Entertainment. INTERNATIONAL GAME DEVELOPERS ASSOCIATION (IGDA) | WWW.IGDA.ORG The International Game Developers Association is the largest non-profit membership organization serving individuals that create video games. The IGDA is committed to advancing the careers and enhancing the lives of game developers by connecting members with their peers, promoting professional development, and advocating on issues that affect the developer community. THE NPD GROUP, INC. | WWW.NPD.COM The NPD Group is the leading global provider of reliable and comprehensive consumer and retail market research information for a wide range of industries. Today, more than 1,800 manufacturers, retailers and service companies rely on NPD to help them drive critical business decisions at the global, national and local market levels. NPD helps its clients to identify new business opportunities and guide product development, marketing, sales, merchandising and other functions. VIDEO GAME VOTERS NETWORK | WWW.VIDEOGAMEVOTERS.ORG The Video Game Voters Network, a grassroots organization of voting-age gamers who organize and take action in support of computer and video games. Since its creation in 2006, more than 200,000 grassroots activists have joined the VGVN. [ 13 ]
  • 16. www.theESA.com © 2010 ENTERTAINMENT SOFTWARE ASSOCIATION