This sponsored post is produced by the Entertainment Software Association.
The video game industry’s influence will be on display once again at E3 2015 in Los Angeles from June 16 to June 18. As the world’s premier trade show for computer, video, and mobile games, E3 is more than just a launch pad for industry-defining hardware and software. It also brings together tens of thousands of the best, brightest, and most innovative professionals in the interactive-entertainment industry, serving up games, peripherals, and new platforms. Games — and the gaming industry — have evolved tremendously in the past several years. With the explosive growth of gaming on mobile devices, the video game experience has naturally been brought to a much broader and diverse audience.
The changing face of gamers
Today’s video games provide rich, engaging entertainment across all platforms and have evolved into a true mass market with 59 percent of Americans actively playing along, according to a report released by the Entertainment Software Association (ESA), owners of E3*. In a sign of the industry’s continuing maturation, the average gamer is a 31-year-old adult who’s been playing for at least 14 years. The ESA also reports that nearly half (48 percent) of all gamers are female, and women over the age of 18 represent a significantly greater portion of the game-playing population (36 percent) than boys age 18 or younger (17 percent).
The console wars get mobilized
While PCs and video game consoles still reign among hardcore players, the industry has broadened its platform footprint significantly over the years to include smartphones and cloud gaming, among other innovative advancements. ESA’s report shows 44 percent of gamers play games on their smartphone, and 33 percent play on their wireless devices (e.g. iPad, laptop).
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An American event with global implications
Video games continue to be a strong engine for economic growth. According to The NPD Group, computer and video game companies directly and indirectly employ more than 146,000 people across the U.S. In addition, from 2009 to 2012, the U.S. video game industry increased in size by more than 9 percent — four times the growth rate of the U.S. economy during the same period.
As the single most important event for international interactive-entertainment companies seeking to do business in North America, E3 gives European and Asian publishers, developers, and attendees an opportunity to maximize their own internal investments to a broader audience. As in prior years, what happens at E3 2015 will directly impact the future of the international gaming market.
More than the bottom line
Beyond engaging entertainment, video games help drive societal advancements. A study conducted at East Carolina University found a 57 percent decrease in depressive symptoms among those who played casual video games. North Carolina State University also released a study showing that gaming helps keep a grandparent’s brain limber as games challenge responses, concentration, and creativity. On the education front, ESA’s research found that 70 percent of teachers who use games in their classroom noted that they increased students’ motivation and engagement levels.
With the advent of smart TVs with large HD screens and surround sound audio, video games have found a special place in the center of the living room. What was once relegated to bedrooms, basements, and play rooms, video games are now a source of family entertainment. ESA’s report found that the majority of parents (56 percent) interviewed said video games are a positive part of their child’s life, while 88 percent think that gameplay is fun for the whole family, and 75 percent believe playing games offers a good opportunity to connect with their child.
Looking ahead
As E3 2015 comes closer, it is clear that the video game industry, with its impact on the economy, culture, entertainment, education, and the family dynamic, continues to play an ever-important role in our lives.
*The 2014 Essential Facts About the Computer and Video Game Industry was released by the ESA in April 2014. The annual research was conducted by Ipsos MediaCT for ESA. The study is the most in-depth and targeted survey of its kind, gathering data from more than 2,200 nationally representative households. Heads of households and the most frequent gamers within each household were surveyed about their gameplay habits and attitudes.
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