Video Gamers in Europe Spring 2010 Foreword Dear gamer, According to this study, there is a 25.4% chance that if you are an adult living in Europe, you can indeed be addressed as a gamer. To keep up with the continually evolving demographic of gamers, the definition of a gamer includes for the first time people that occasionally play but don‟t necessarily buy games. They may enjoy the occasional free game on their iPhone while waiting for the bus or spend time playing a game on Facebook during their lunch hour. „Passing the time‟ is actually the main motivator for playing online or on handheld systems. We believe this is now the broadest, most in-depth study of adult gamers and non-gaming parents in Europe. It gives some perspective on the user market size and the popularity of the different game platforms. But it also dives into the attitudes and the motivations of people who play games, looking at how games are perceived within the family, in comparison to other leisure activities and on the internet. Of those that don‟t play games, 41% claim the main reason is because they „don‟t have the time‟, which is understandable if you consider the hectic pace of European society. However, this and every other primary reason given for not playing seems to be rooted in a misunderstanding of what kind of games are on offer these days. Games are now played everywhere and by everyone. For every place, person, agenda and budget, there is a type of game available. The data in this study show the industry has risen to the challenge of broadening the market offering, both in terms of software and hardware. And I know there is much more still to come, but perhaps the next challenge is communicating it more efficiently to specific target groups. On the subject of PEGI, it is heartening to see how much non-gaming parents in particular value the PEGI age classification system. 89% of them say they find it quite to extremely useful when choosing games for their children. That is exactly the purpose of PEGI. When you are not a gamer yourself (yet), a helping hand to choose games that are suitable for your children seems indispensable. For many people, PEGI already is that helping hand. Other results show that there is still work to be done to make the PEGI symbols more widely recognised, but I have good hopes that recent and future marketing efforts by us and the games industry will mean more and more people start to take note. One thing is sure: with more than 95 million European 1 adults playing video games regularly and 253 million games sold at retail in 2009 (with a value of over 8 billion Euros) [Source: Screen Digest Dec 2009]2, it is important that the industry and policy makers keep in mind the games‟ place in society. Simon Little Managing Director Interactive Software Federation of Europe 1 Consisting of UK, France, Germany, Italy, Spain, Portugal, Belgium, Netherlands, Switzerland, Austria, Denmark, Sweden, Norway, Finland, Czech Republic, Poland, Hungary and Latvia 2 The Software Unit Sales and Sales Value estimates are provided by Screen Digest (December 2009). They cover sales in Western Europe (UK, France, Italy, Germany, Spain, Portugal, Benelux, Scandinavia, Austria and Switzerland). These figures are based purely on Boxed products only. They therefore exclude; digital sales, online sales, online games subscriptions and second hand sales. They also exclude software sales on smart phones or mobile phones. Page 2 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 Page 3 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 Executive Summary Section 1 Market Size The Numbers Across the 8 major European nations surveyed, 25.4% of adults have played a video game in the last 6 months This percentage varies from 38% in France to 17% in Italy and Poland Using this data we estimate there are 95.2 million adult Video Gamers across all 18 countries covered by the Gamer Survey Gaming is most popular among the young, however almost 30% of 30-49 year olds play video games 31% of males and 20% of females are Gamers; it is therefore not the male only preserve that it is often portrayed in the press Gamer Commitment Since the launch of the new games consoles there has been a marked increase in the numbers of people enjoying gaming. However many of these new gamers are less dedicated to gaming and they commit less time and money to gaming 68% of all gamers in the 8 countries surveyed are in the three least dedicated gamer groups; Intermittent, Marginal and Dabbler Gamers (See section 1 for definitions) The most dedicated group, Committed Gamers, make up less than 7% of all gamers, but they buy many more games and play more hours than other groups Male and Younger Gamers are more likely to spending more time and money on gaming Section 2 System Use System Use Across Europe the PC remains the most used games system; it is the main system for 49% of Gamers aged 16-49 The Wii and Mobile Phones are the next most popular systems used as main systems for gaming, used by 14% and 10% respectively A lot of DS/DS Lite/DSi systems are used as secondary gaming systems and the PS2 still has significant use as a secondary machine (used by 29% and 25% of Gamers) Mobile phones are important main systems in all regions outside the UK, France and Germany Handhelds 54% of Gamers are playing a handheld gaming device 41% of Gamers mostly play games on handheld consoles at home, 26% mostly play while travelling and 17% mostly when waiting for someone Multimedia Use Watching DVDs, listening to music, and watching films are the most popular secondary uses of games systems with multimedia capabilities 36% and 31% of Gamers use the Social networking and online chat services on their consoles Hours of Gaming The inclusion in Spring 2010 of all Gamers has led to the identification of Intermittent Gamers who are not playing games regularly every week. 31% of people who play games do not play regularly for an hour or more each week The trend is towards less dedicated patterns of play; overall 76% of Gamers play for less than 5 hours a week Games Purchase Almost 40% of people playing games have not bought or been given a game for themselves in the last 12 months, they are playing the games others have bought 14% of gamers are buying more than 3 games a year; together this group account for 56% of all games purchases Numbers of purchases are highest in the UFIGS countries, purchases range from 2.7 games each in the UK to 1.4 games each in North Eastern Europe Page 4 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 Section 3 Attitudes and Motivations for Video Gaming Motivations for Playing Games The core motivations for playing games are fun (61%), relaxation (53%) and a positive way to pass time (53%) Motivations for Playing on Handheld Systems Handhelds are for many time fillers; „when I‟m bored/to pass the time‟, is the main reason given for playing Handheld game systems by 52% of the Gamers that use them, and a further 8% say they see it as „a good use of spare time‟ „It‟s fun‟ is much less likely to be the main motivation for Gamers than when they play Console or online games (16%) Reasons For Not Playing The main reason Non Gamers don‟t play games is that they do not consider the benefits sufficiently great and therefore do not make the time to play; 41% of Non Gamers say „I don‟t have the time‟ The second main reason is a lack of interest in or understanding of games; – 23% say video games are boring – 9% say games are only for children 11% of Non Gamers do not believe they are worth the money saying they are too expensive Only 7% claim games are too violent as the reason they do not play them Encouraging Non Gamers to Play Most of the reasons given for not gaming by non gamers are issues that are not so much matters of fact as of opinion or knowledge; they want to „be able to play with my children‟, „play for short periods of time‟ etc, things others believe games provide Therefore, the – motivations of Non Gamers are similar to many Gamers‟ motivations for playing games – barriers to play are more about Non Gamers disinterest and lack of appreciation of what games offer. More people may be encouraged to play if the ability of games to meet their interests can be communicated to them in effectively – The success in recent years of the new consoles and new games like Wii Fit, Guitar Hero and Dr Kawashima‟s Brain Training to attract new people to gaming demonstrate the possibilities for expanding further participation in games Section 4 Video Games and the Family Video Games as a Family Activity In Spring 2010 58% of all Gamers who are parents report playing games with their children The likelihood is related to how active a gamer the parent is; the more dedicated a gamer the more likely they are to play with their children Motivations to Play with Children The three main reasons for Parents playing with their children are: – „It‟s fun‟ (27%) – It allows the parent to spend time with their children (25%) – They do it because their children have asked them to (24%) The child‟s wish to play with their parents is much less likely to be the main motivation Monitoring Children‟s Purchase and game Play Parents are becoming much less involved in their children‟s purchases Across almost all regions the consistent pattern is for Gaming Parents to be more involved in their children‟s games purchases than Non Gaming Parents; 31% of Gaming Parents and 42% of Non Gaming Parents never monitor the games that their children purchase There is less difference between the two groups of parents over whether children are present when games are bought; only 16% of parents buy their children‟s games either without their children or rarely with their children present 61% of Gaming parents have children present most/all of the time they buy games for them or allow children to buy their own games unsupervised; this figure is 70% for Non Gaming Parents Page 5 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 Section 5 Video Gamers Broader Activities and Interests Gamers Other Leisure Interests In 2010 simple social activities, like chatting with friends are a universally popular pastime (92%) Shopping (78%) and eating out (77%) are also enormously popular Exercising outdoors has the highest proportion of people who claim this is their favourite activity both in absolute terms and in relation to the overall popularity of the activity Time Spent on Leisure and Entertainment The broadening of the gaming audience is reflected in the fact that Gamers are now a group who have many diverse interests; they are as likely to be playing sport or reading books as gaming The dominant pastimes remain watching TV, socialising and spending time on the internet The Benefits of Video Gaming and Other Media Despite the 2010 sample covering a broader group of Gamers, they believe that games are the best of the 3 media for keeping you mentally and physically fit More Gamers now agree that games: – keep you mentally fit (50% + 8%) – allow you to spend time with the family (35% + 6%) – keep you physically fit (18% + 7%) A lower proportion of Gamers identify Games as: – a fun way to spend time (55% - 17%) – stimulating your imagination (45% - 12%) Section 6 Online Gaming The Prevalence of Online Gaming 71% of Gamers played some form of Online game in the past 3 months Free online games make up a large volume of the online games played; 19% of Gamers are playing paid for Online games, 68% of Gamers are playing free Online games Free Games on Games Websites (55%) and Games of Social Network Sites (37%) are the most popular kinds of free games. Games you buy and then play free online is the most popular kind of paid for online gaming Genre of Online Games Puzzle/Board/Game Show/Trivia/Card games are the most played Online Games; 58% of Gamers are playing these games online 26% of Gamers are playing MMO games Who Gamers Play Online Games With The large increase in free online games now available via browsers and social networking sites, means that 37% of gamers now report playing games online on their own Among Gamers who do play games with others, 20% of Online Gamers play against people in the same room Where Gamers Play Online 95% of Online Gamers play games online at home 21% play games online at friends houses Playing games online whilst travelling has increased to 9% in 2010, possibly a result of more online games being available for the handheld systems and mobile phones Why Gamers Play Online „It‟s fun‟ is the most quoted reason for playing gamers online (49%), To „pass the time‟ is the main reason most often given by Gamers (29%), „it's fun‟ (main reason 23%) Other important reasons include: – To relax/de-stress (40% - 19% as a main reason) – The challenge of the game (23% - 7%) Page 6 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 Section 7 Awareness and Perceptions of PEGI Awareness of Rating Systems and Symbols Across Europe awareness of a video game age rating system is remarkably consistent among Gamers and Non Gaming Parents within each country Only in Italy and North Eastern Europe are Non Gaming Parents less aware Awareness of PEGI 27% of Gamers and 16% of Non Gaming Parents recognise PEGI Non Gaming Parents are markedly less likely to be aware of PEGI in every region Value of the PEGI System 76% of Gamers and 89% of Non Gaming Parents who are aware of the system find the PEGI age rating system „quite/extremely‟ useful It is a pattern consistent across every region Awareness and Understanding and Use of the PEGI Content Labels New to the survey in 2010 we have tested awareness and usefulness of the PEGI labels Gamers are consistently more likely to be „aware of/have seen‟ the labels than Non Gaming Parents; average awareness across all the labels is 34% for Gamers and 22% for Non Gaming Parents The most recognised symbols are: – Violence (46% Gamers - 27% Non Gaming Parents) – Sex (38% - 29%) and – Gambling (38% - 25%) – which may in part reflect the use of the widely used symbols adopted rather than their specific use on games On average in 93% of cases Gamers aware of a label also claim to understand what a game carrying it would contain; Non Gaming Parents are almost as confident at 87% Both groups are least likely to be confident about „Nudity‟ (83% Gamers - 78% Non Gaming Parents) Non Gaming Parents are less confident about „Drugs‟ 80% and „Online‟ 83% Clearly the descriptive word on each label contributes to the understanding of its meaning The labels perform equally well in all regions 58% of Gaming Parents and 59% of non Gaming Parents consider the labels are very/extremely useful in helping them to decide upon a games purchase PEGI Online Symbol Only 11% of Gamers are aware of the PEGI online symbol 21% of all Gamers claim to understand the meaning of the symbol; this is more than the number who are aware of it, suggesting it communicates some meaning in a self explanatory manner. The survey did not test if this understanding was correct Of this small number of Gamers who claim to understand the symbol 47% score it 4/5 out of 5 for clarity Awareness of the PEGI Website As yet few Gamers or Non Gaming Parents are aware of the PEGI website Slightly more feel confident that they know how they would file a complaint against a rating they disagree with Page 7 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 Section 8 The Socio-Demographics of Video Gaming Behaviour System Use Females show a higher profile of users on the DS/DS Lite/DSi and the Wii than males Female users of the DS are more than double of the number of males at a ratio of 5:2 All of the Sony platforms show a higher profile of Male users than female – PS3 has a male to female user ratio of 3:1 Xbox 360 also shows a strongly male profile (5% of males are users and 3% of females) Males and Younger Gamers are more likely to spend longer gaming and buy more games Handheld gamers buy more games, phone gamers the least games Female Gamers are much less likely to buy discounted games Attitudes and Motivations for Video Gaming Similar proportions of both genders emphasise the same main reasons for gaming, however there is greater diversity in the secondary reasons for playing: Males are more interested in: – passing the time (35% main - 27% other) – the challenge of the game (24%-14%) – playing with others (14%-7%) Females give fewer secondary reasons but are slightly more likely to emphasise „relaxation/destressing‟ More committed gamers are more likely to emphasise positive game aspects, „it's fun‟ or „it‟s exciting‟, whereas less committed gamers emphasise non gaming motivations like „filling time‟ or „playing with friends‟ Reasons for not gaming also vary little by gender; – Males are more likely to say they „lack the time to game‟ (43% main -39% other) – Females that games are too violent (9%- 5%) Video Games in the Family Gamers that spend the most time gaming (Committed and Loyalist) also spend the most time playing games with their children (79% and 76%) Female Non Gaming Parents are the group least likely to buy their children‟s games; in contrast Female Gamers are the group most likely to always buy their children‟s games Females are more likely to „always‟ monitor the games their child plays Video Gamers Broader Activities and Interests Generally there is little to distinguish between Gamers in their other Leisure interests Female are more likely to prefer shopping more, Males more likely to prefer sports and exercise More dedicated gamers are also more interested in other entertainment like the movies, or going out for a dance or to a gig etc (though the differences are not large, they clearly disprove the view that Committed Gamers as a group focus only on gaming) Online Gaming 16-19 year olds are most likely to play online (83% have played at least one type of online game in the last 3 months) 24% of Males are playing paid online games in comparison to 12% of Females PC gamers show the highest level of gaming activity by system user types Puzzle games are the most popular type of online games for females and ages 40-49 Awareness and Perception of PEGI More Male Gamers (58%) are aware of an age rating system for video games than Female Gamers (51%) Awareness of an age rating system for video games decreases with age among Gamers but increases among non gamers Awareness of the PEGI age rating system and recognition of the age labels is highest amongst Gamers aged 16-19 (38% and 86%) Awareness of the PEGI age rating system is higher among Male Gamers (31%) than Female Gamers (21%) Close to 50% of Non Gaming Parents aged 20-29 find the age rating system extremely useful Page 8 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 Page 9 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 Contents Foreword 2 1 Section 1: Market Size 14 1.1 European Market Profile 15 1.2 Market Size 16 1.3 Proportions of Gamers by Age and Gender 17 1.4 Gamer Commitment 18 2 Section 2 System Use 20 2.1 The Sample 21 2.2 System Use 23 2.3 Handheld Systems 26 2.4 Multimedia Console Use 27 2.5 Hours of Game Play 28 2.6 Purchase Behaviour 29 3 Section 3 Attitudes and Motivations for Video Gaming 30 3.1 Motivations for Playing Video Games 31 3.2 Motivations to play with Handhelds Systems 33 3.3 Reasons for Not Playing Video Games Amongst Non Gamers 34 3.4 Encouraging Non Gamers to Play Video Gamers 35 4 Section 4 Video Games in the Family 36 4.1 Video Games as a Family Activity 37 4.2 Motivations to Play with Children 38 4.3 Monitoring Children‟s Games Purchases and Play 39 5 Section 5 Video Gamers Broader Activities and Interests 42 5.1 Gamers Other Leisure Interests 43 5.2 Time spent by Gamers on Leisure and Entertainment 44 5.3 The Benefits of Video Gaming and Other Media 47 6 Section 6 Online Gaming and Multimedia 48 6.1 Prevalence of Online Gaming 49 6.2 Genre of Online Games Played 51 6.3 Who Online Games are Played With 52 6.4 Where Gamers Play Online 53 Page 10 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 6.5 Why Gamers Play Online 7 Section 7 Awareness and Perceptions of PEGI 54 56 7.1 Awareness of Age Rating Systems 57 7.2 Value of the PEGI System 59 7.3 Awareness and Understanding and Use of the PEGI Content Labels 60 8 Section 8 The Socio-Demographics of Video Gaming Behaviour 64 8.1 System Use 65 8.2 Attitudes and Motivations for Video Gaming 67 8.3 Video Games in the Family 70 8.4 Video Gamers Broader Activities and Interests 72 8.5 Online Gaming 73 8.6 Awareness and Perceptions of PEGI 74 9 Section 9: Demographic Info Page 11 Copyright © Interactive Software Federation of Europe 78 Video Gamers in Europe Spring 2010 List of Figures Figure 1 Omnibus Territories in 2010 Survey 15 Figure 2 European Video Gamers Spring 2010 16 Figure 3 Gamers by Country 16 Figure 4 Proportion of the Population that are Gamers by age and gender: Europe 16 Figure 5 Proportion of Population who are Gamers by age, gender and country 17 Figure 6 Gamer Commitment by Age and Gender 18 Figure 7 Gamer Commitment by Country 19 Figure 8 Countries Included in the Gamer Surveys 2007-2010 21 Figure 9 Number of Gamers (1,000‟s) 16-49 years old By Region 22 Figure 10 Reported Platform Use 23 Figure 11 Reported Platform Use by New Console Users (PS3, Xbox 360, Wii) 23 Figure 12 Reported Platform Use by PS3 Users 24 Figure 13 Reported Platform Use by Xbox 360 Users 24 Figure 14 Reported Platform Use by Wii Users 24 Figure 15 Three Most Popular Main Systems by Region 25 Figure 16 Proportion of Gamers Using Handheld Devices 26 Figure 17 Where Gamers Play With Their Handheld Games Systems 26 Figure 18 The Use of Consoles‟ Multimedia Capabilities 27 Figure 19 Hours of Video Gaming 28 Figure 20 Hours of Video Gaming by New Console Users 28 Figure 21 Numbers of Video Games Purchased 29 Figure 22 Type of Video Game Purchase 29 Figure 23 Gamers‟ Motivations for Playing Video Games 31 Figure 24 Three Main Motivations by Region 32 Figure 25 Handheld Gaming – Motivations for Players 33 Figure 26 Reasons for not Playing Video Games Amongst Non Gamers 34 Figure 27 Main Reasons for not Playing Video Games Amongst Non Gamers: By Region 34 Figure 28 Motivations to Encourage Non Gamers to Play Video Games 35 Figure 29 Proportion of Gaming Parents Who Play Games With Their Children 37 Figure 30 Gaming Parents' Motivations for Playing with their Children 38 Figure 31 Proportion of Occasions When Parents Buy their Children‟s Games 39 Figure 32 Proportion of Occasions Children are Present When their Parents Buy their Children‟s Games 39 Figure 33 Proportion of Occasions When Parents Monitor the Games Their Children are Playing 40 Figure 34 Leisure Activities Gamers Enjoy Most 43 Figure 35 Time Spent By Gamers on Selected Leisure Activities 44 Figure 36 Proportion of Gamers Spending More than 6 Hours a Week on Activity 45 Figure 37 Time Spent By Gamers on Selected Leisure Activities by All New Console Users 46 Figure 38 Proportion of Gamers Agreeing to the Benefits of Video Gaming and Other Media 47 Figure 39 Free Online Gaming Activity by Region 49 Figure 40 Paid For Online Gaming Activity by Region 50 Figure 41 Online Gaming Activity by Region 50 Figure 42 Genre of Online Games Played by Region 51 Figure 43 How Much Social Gameplay is there Online 52 Figure 44 Where Your Friends are Online 52 Figure 45 Where Online Gamers Play Online 53 Figure 46 Motivations for Playing Online Games 54 Figure 47 Awareness of an Age Rating System for Video Games 57 Figure 48 Awareness of an Age Rating System for Video Games by New Console Users 57 Figure 49 Recognition of the PEGI Age Rating Labels 58 Figure 50 Recognition of the PEGI Age Rating Labels by New Console Users 58 Figure 51 PEGI Age Labels Presented in the Research 58 Figure 52 The Usefulness of the Age Rating Symbols among those Who Recognise Them 59 Figure 53 The Usefulness of the Age Rating Symbols among those Who Recognise Them by New Console Users 59 Page 12 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 Figure 54 Awareness of the PEGI Content Symbols 60 Figure 55 Awareness of the PEGI Content Symbols by Region 60 Figure 56 Awareness of the PEGI Content Symbols by All New Console Users 61 Figure 57 Understanding of the PEGI Content Labels 61 Figure 58 Understanding of the PEGI Content Labels by All New Console Users 61 Figure 59 Understanding of the PEGI Content Labels by Region 62 Figure 60 Clarity of the Symbols 63 Figure 61 Usefulness of Symbols in Deciding on a Game Purchase 63 Figure 62 Reported Use of Main System: Europe, By Gender 65 Figure 63 Handheld Gaming Activity By Age and Gender 65 Figure 64 Reported Hours of Play: Europe by Age, Gender and System 66 Figure 65 Numbers of Video Games Purchased: Europe by Age, Gender and System 66 Figure 66 Type of Video Game Purchase by Age, Gender and System 66 Figure 67 Motivations for Playing Video Games by Gender 67 Figure 68 Motivations for Playing Video Games by Gamer Commitment 68 Figure 69 Reasons for not Playing Video Games Amongst Non Gamers 68 Figure 70 Motivations to Encourage Non Gamers to Play Video Games 69 Figure 71 Proportion of Gaming Parents Who Play Games With Their Children – By Gamer Commitment Index 70 Figure 72 Proportion of Occasions When Parents Buy their Children‟s Games – By Gender 70 Figure 73 Proportion of Occasions Children are Present When their Parents Buy their Children‟s Games – By Gender 71 Figure 74 Proportion of Occasions When Parents Monitor the Games Their Children are Playing – By Gender 71 Figure 75 Proportion of Occasions When Parents Monitor the Games Their Children are Playing – By Age of Youngest Child 71 Figure 76 Leisure Activities Gamers Enjoy Most - Gamer Commitment Index 72 Figure 77 Leisure Activities Gamers Enjoy Most - Age 72 Figure 78 Online Gaming Activity by Age, Gender and System 73 Figure 79 Online Gaming – Genre of Online Games played by Age, Gender and System 73 Figure 80 Awareness of any Age Rating System for Video Games by Gamers/Non Gaming Parents, Age and Gender 74 Figure 81 Recognition of the PEGI Age Rating Symbols by Gamers/Non Gaming Parents, Age and Gender 75 Figure 82 The Usefulness of the Age Rating Symbols among those Who Recognise Them 75 Figure 83 Awareness of PEGI Symbols by Gamers/Non Gaming Parents and Gender 76 Figure 84 Profiling Gamers: Income 79 Figure 85 Profiling Gamers: Education 79 Figure 86 Profiling Gamers: Occupation 80 List of Tables Table 1 National and Regional Samples Table 2 Proportions of Gamers by Country Spending More than 6 Hours per Week on an Activity Page 13 Copyright © Interactive Software Federation of Europe 22 45 Video Gamers in Europe Spring 2010 1 Section 1: Market Size The Shape of the European Gaming Market Page 14 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 1.1 European Market Profile In this section we provide an estimate of the number of Video Gamers in 8 key European markets. Data on the five largest European territories UK, France, Italy, Germany and Spain (UFIGS) has been provided from the Game Vision European Market Sizing Study Spring 2010 which uses a Face to Face sample of 2000 16+ adults in each country. Estimates in the other three countries are based on omnibus research commissioned specifically for this report. 1000 Face to Face interviews in Poland and 1000 CATI interviews in Sweden and Netherlands. These studies measure the numbers of gamers, their hours of play and spend on video games. These latter two measures are an effective way of assessing a gamers‟ commitment to gaming, and are associated with many other gaming behaviours, like online play, ownership of games systems, and attitudes to gaming. We therefore use this data to weight the more extensive gamer surveys we have conducted in these countries and in other nations within their associated regions (as shown on the map). Including this control of the online survey to the profile of gamers in each market is a new development for the ISFE survey which improves its representativeness. The net effect is likely to reduce the reported activity and dedication of Gamers compared to previous surveys. Figure 1 Omnibus Territories in 2010 Survey Omnibus countries Countries Using each Omnibus for Weighting Sweden Norway, Finland, Denmark Netherlands Belgium, Switzerland, Austria Poland Latvia, Czech Republic, Hungary UFIGS Portugal The definition of a Video Gamer has been expanded from 2008 when a Gamer needed to have both played and bought a video game in the last 6 months. This research includes all those who have played in the last 6 months regardless of whether or not they have bought a game. It is therefore a more complete picture of all those enjoying gaming. Having made such a significant change to the sample, it would therefore be misleading to show any trend data from previous surveys. Page 15 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 1.2 Market Size On average across the 8 major European nations surveyed, 25.4% of adults have played video games in the last 6 months, a total of 79.2 million gamers. This percentage varies from 38% in France to 17% in Italy and Poland, but is substantial in every country Using this data we estimate there are 95.2 million adult Video Gamers across all 18 countries covered by the Gamer Survey Gaming is most popular among the young, however almost 30% of 30-49 year olds play video games Figure 2 European Video Gamers Spring 2010 Figure 3 Gamers by Country 100% Gamers 76% 80% 60% 62% 38% 40% 22% 18% 17% 20% 48% 45% 66% 58% 50% 64% 57% 46% 6% 35% 27% 20% 13% 6% 3% 41% 29% 13% 4% 11% 9% UK France Germany Italy Spain Sweden Netherlands Poland 50+ 30-49 16-29 50+ 30-49 16-29 50+ 30-49 16-29 50+ 30-49 16-29 50+ 30-49 16-29 50+ 30-49 16-29 50+ 30-49 16-29 50+ 30-49 16-29 50+ 30-49 16-29 0% All Europe Figure 4 Proportion of the Population that are Gamers by age and gender: Europe 100% All Gamers 80% 68% 57% 60% 40% 49% 36% 31% 20% 20% 30% 18% 6% GENDER 55+ 45-54 35-44 30-34 25-29 20-24 16-19 FEMALE MALE 0% Age Base All Population 16+ (Sample: a combination of the GameVision Spring 2010 Market Sizing Survey (Sample 10,000 adults aged 16+ across 5 countries and ISFE Market Sizing Omnibus (3,000 adults 16+ across 3 countries) (weighted to 2010 government population data) Q1 Which of the following best describes you? - I have played a video or computer game in the last 6 months Page 16 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 1.3 Proportions of Gamers by Age and Gender Almost all countries show a consistent pattern of penetration by gender and age. However: There is a much closer gender balance in UK, France and Netherlands There are more gamers in the 25 to 44 age group in Sweden than other countries The proportion of gamers peaks at 20-24 in France, a little later than in other countries Figure 5 Proportion of Population who are Gamers by age, gender and country 100% 38% 38% 34% 31% 40% 31% 11% 100% 64% 45% 31% 35% 29% 18% 20% 13% 3% French Gamers 60% 47% 32% 76% 11% 55+ 45-54 35-44 55% 52% 54% 28% 24% 20% 11% GENDER Age 100% 45% 41% 26% 32% 22% 40% 14% 3% 56% 55+ 45-54 35-44 65% 34% 32% 29% 42% 15% 20% 10% GENDER Age 55+ 45-54 35-44 30-34 20% 14% 6% 2% 55+ 30% 10% 45-54 45-54 35-44 30-34 25-29 20-24 16-19 FEMALE MALE 0% 2% 20% 0% GENDER 35-44 10% 37% 24% 30-34 11% 40% 20% FEMALE 20% 62% MALE 26% 24% 25-29 Polish Gamers 60% 42% 55+ 51% 20-24 100% 80% 60% Age 25-29 Italian Gamers 80% 60% 16-19 GENDER 20-24 100% FEMALE MALE 55+ 45-54 35-44 Age 16-19 GENDER 30-34 25-29 20-24 16-19 FEMALE 0% MALE 0% 30-34 25-29 20-24 16-19 Dutch Gamers 73% 60% 13% 20% Age 100% 80% 62% 60% FEMALE GENDER German Gamers 80% MALE 55+ 45-54 35-44 30-34 25-29 20-24 16-19 FEMALE 0% MALE 0% Swedish Gamers 66% 45% 40% 30% 20% Age 100% 80% 58% 30-34 25-29 20-24 16-19 FEMALE GENDER 70% 45% 40% MALE 55+ 45-54 35-44 Age 78% 81% 80% 30-34 25-29 20-24 16-19 FEMALE GENDER 40% Spanish Gamers 0% MALE 0% 40% 74% 60% 20% 60% 100% 80% 60% 56% 60% 40% UK Gamers 74% 80% Age Base All Population 16+ (Sample: a combination of the GameVision Spring 2010 Market Sizing Survey (Sample 10,000 adults aged 16+ across 5 countries and ISFE Market Sizing Omnibus (3,000 adults 16+ across 3 countries) (weighted to 2010 government population data) Q1 Which of the following best describes you? - I have played a video or computer game in the last 6 months Page 17 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 1.4 Gamer Commitment The figure opposite explains the segmentation. Dabblers No regular play Up to ½ an hour per day Marginals (35%) Up to one hour per day Intermitent (16% ) Magpies (9%) Dabblers (17%) One hour per day or more There are usually five levels of commitment that we use to explain gamers‟ behaviour. For this study because we are including a wider definition of gamers, we have extended the index to include a sixth group, „Intermittent Gamers‟. This group are players who are not putting aside regular time to play games every week, but have played in the last 6 months. This group have not bought or been gifted any games for their own use. Number of games bought in the last 3 0 or 1 games 2 games 3 or more games Average hours spent playing games The Gamer Commitment Index is a measure that combines the number of hours of play with the number of games bought in the last three months to provide an indication of a gamers‟ commitment to gaming. GameVision have provided this measure to the games industry for more than 7 years to track gamer behaviour. Loyalists (16%) Committed (7%) Since the launch of the new games consoles the Gamer Commitment Index has reflected a marked increase in the numbers and proportion of Marginal and Dabbler Gamers, the two least dedicated gamer segments who regularly play games 68% of all gamers in the 8 countries surveyed are Intermittent, Marginal or Dabbler Gamers Two more committed groups are; Loyalists play longer hours but buy few games and Magpies who buy lots of games but have little time to play them. Together these groups account for 25% of gamers Finally Committed Gamers are a small proportion of gamers 7%, but they buy many more games and play more hours than other groups Male gamers are more dedicated to gaming than female gamers A higher proportion of younger people are Gamers and they are also more dedicated than older Gamers, spending more time and money on gaming Figure 6 Gamer Commitment by Age and Gender Committed 100% 90% 13% 9% 80% 70% 29% 33% 33% 10% 18% 0% 18% 13% 10% MALE 17% 22% Marginals 25% 35% 9% 4% FEMALE 9% 16% 38% 22% 19% 23% Intermintent 35% 39% 18% 16% 9% Dabblers 40% 20% 20% 17% Loyalists 30% 40% 30% 14% 38% 60% 50% 10% 20% Magpies 20% 10% 11% 8% 16-19 20-24 13% 12% 10% 13% 25-29 17% 15% 15% 13% 16% 11% 13% 9% 13% 5% 30-34 19% 9% 5% 9% 2% 3% 2% 7% 35-44 45-54 55+ All Gamers Base All Population 16+ (Sample: a combination of the GameVision Spring 2010 Market Sizing Survey (Sample 10,000 adults aged 16+ across 5 countries and ISFE Market Sizing Omnibus (3,000 adults 16+ across 3 countries) (weighted to 2010 government population data) Question: Combination of data on average hours of video game play and numbers of games bought over the last 3 months. Page 18 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 UK gamers are the most committed; a higher proportion of them are buying several games each quarter German, Italian and Polish gamers have a large proportion of Loyalists who spend time playing games but buy few games: – In Germany this is because of the large number of PC gamers who play long winded strategic games – In Poland and Italy it may be more a reflection of lower budgets for gaming Figure 7 Gamer Commitment by Country Committed Magpies Loyalists Dabblers Marginals Intermintent 100% 90% 14% 20% 13% 11% 18% 24% 25% 23% 15.7% 80% 70% 26% 37% 41% 50% 30% 20% 14% 18% 21% 12% 10% 17.4% 15% 12% 11% 34.8% 37% 25% 16% 10% 0% 21% 38% 38% 60% 40% 35% 23% 19% 13% 15% 11% 11% 5% 7% 4% 5% Netherlands Poland 29% 11% 5% 7% 12% 8% 7% 8% 7% 5% 7% 4% UK France Germany Italy Spain Sweden 15.7% 9.4% 7.0% All Europe Base All Population 16+ (Sample: a combination of the GameVision Spring 2010 Market Sizing Survey (Sample 10,000 adults aged 16+ across 5 countries and ISFE Market Sizing Omnibus (3,000 adults 16+ across 3 countries) (weighted to 2010 government population data) Question: Combination of data on average hours of video game play and numbers of games bought over the last 3 months. Page 19 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 2 Section 2 System Use Systems in Use, Hours of Play and Spend on Games Page 20 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 2.1 The Sample The remaining sections of this report are based on surveys of; Gamers, Non Gamers and Non Gaming Parents, conducted in 18 countries across Europe. This is the first time Non Gaming Parents have been included in the sample. The sample in each country reflects the relative population of gamers in the country and covers those aged 16-49 years old. We will not keep repeating the age criteria in the text but it should be remembered that the sample does not include the many under 16s who are Gamers. We have weighted the sample in each country to the relevant market omnibus and report results in the 8 countries/regions defined by the omnibus research. This approach gives a more robust sample of gaming behaviour and attitudes. In many cases especially in the countries of Eastern Europe gaming remains a less „mass market‟ activity. We therefore expect that over time as the market expands, mean activity rates among gamers will decline as interest in gaming widens in the population and more casual gamers become involved in video gaming. As far as possible the questionnaire has been kept the same as in 2008 to allow comparability, however changes have been made where clarification was needed or technology and consumer options have moved on. The definition of a video Gamer has been expanded from 2008 when a Gamer needed to have both played and bought a video game in the last 6 months. This research includes all those who have played in the last 6 months regardless of whether or not they have bought a game. It is therefore a more complete picture of all those enjoying gaming. This inclusion of all Gamers in the sample and the introduction of a weighting to make the gamer sample representative of all levels of gaming commitment will reduce the knowledge and rates of gaming activity measured in the 2010 sample in comparison to previous surveys. Therefore it is not appropriate for comparison to earlier studies. Future studies will be based on this definition of a gamer and will enable comparative results. Figure 8 Countries Included in the Gamer Surveys 2007-2010 Gamer Survey Countries 2007 countries added in 2008 added in 2010 Page 21 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 Table 1 National and Regional Samples Region UK France Germany Italy Iberian Peninsula Gamer interviews 600 600 600 600 600 200 Country UK France Germany Italy Spain Portugal Rest of Western Europe Belgium Netherlands 150 250 Switzerland 200 Austria 200 Denmark Sweden 200 200 Norway Finland 200 200 Czech Republic Poland Hungary Latvia Nordics North Eastern Europe All Countries Non gaming Non parents Gamers 300 200 300 200 300 200 300 200 300 200 400 200 400 200 200 400 200 200 500 200 5800 2800 1600 Figure 9 Number of Gamers (1,000‟s) 16-49 years old By Region 18,000 16,443 16,000 14,000 12,779 11,916 12,000 10,000 10,522 8,183 8,000 9,059 6,086 6,000 7,611 4,000 2,000 UK France Germany Italy Spain/ Portugal Rest of Western Europe Nordic Region North Eastern Europe Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) Page 22 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 2.2 System Use In this section some charts show „new console users‟. This is defined as a user of at least one of the following consoles: Sony PlayStation 3, Microsoft Xbox 360, Nintendo Wii. Across Europe the PC remains the most used games system, (it is the main system for 49% of Gamers aged 16-49). It is particularly popular in Germany, „Rest of Western Europe‟ and „North Eastern Europe‟ The Wii and Mobile Phones are the next most popular systems used as main systems for gaming, (used by 14% and 10% respectively) A lot of DS/DS Lite/DSi systems are used as secondary gaming systems and the PS2 still has significant use as a secondary machine, (used by 29% and 25% of Gamers) If the survey were to cover under 16s we would expect to see many of this age group selecting handhelds like the DS as their main games system The top three main systems in each country show the dominance of PC across Europe We have included mobile phones, Smart Phones and iPhones as gaming systems for the first time in 2010 and have recorded substantial use of all these systems for gaming. Mobile phones are important main systems in all regions outside the UK, France and Germany North Eastern Europe is the only region in which the Wii has failed to win market share to date Many of the Gamers using the PS3, Xbox 360 or Wii as their main games system, also report making use of a PC and/or a mobile phone Figure 10 Reported Platform Use 80.0% 75% 70.0% Some Use 60.0% 50.0% 49% Most used 51% 45% 40.0% 29% 30.0% 20.0% 14% 10.0% 25% 18% 10% 7% 15% 5% 15% 12% 4% 4% 13% 3% 3% 2% Smart Phone iPhone PSP/ PSP Go 6% 0.0% PC Wii Other DS/ DS Phone Lite/DSi PS3 XBox 360 PS2 7% 6% 0% Xbox 0% Game Boy Ad/SP 0% PS1 4% 0% Game Cube Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) Q4 Have you played a video or computer game in the last 6 months on any of the following games systems? Q5 Which of these game systems do you use most often? Figure 11 Reported Platform Use by New Console Users (PS3, Xbox 360, Wii) 80.0% 73% 78% 70.0% Some Use 60.0% Most Used 50.0% 40.0% 46% 38% 37% 31% 30.0% 27% 26% 24% 18% 20.0% 8% 10.0% 7% 18% 12% 6% 6% 3% 3% 1% PSP/ PSP Go Smart Phone 0.0% PC Wii PS3 XBox 360 DS/ DS Other Lite/DSi Phone iPhone PS2 8% 7% 2% 0% Xbox 8% 0% PS1 0% Game Boy Ad/SP Base: All Video Gamers Spring 2010 aged 16-49 (3,814 video gamers who use a PS3, Xbox 360 and Wii as main console) Q4 Have you played a video or computer game in the last 6 months on any of the following games systems? Q5 Which of these game systems do you use most often? Page 23 Copyright © Interactive Software Federation of Europe 5% 0% Game Cube Video Gamers in Europe Spring 2010 Figure 12 Reported Platform Use by PS3 Users 100.0% 90.0% 80.0% 70.0% 60.0% 50.0% 40.0% 30.0% 20.0% 10.0% 0.0% 100% 82% Some Use Most Used 60% 54% 41% 36% 26% 40% 32% 30% 29% 18% 12% 5% PC PS3 Wii Other Phone 4% XBox 360 4% 3% iPhone PS2 3% 15% 3% 2% DS/ DS PSP/ Lite/DSi PSP Go Smart Phone 12% 1% PS1 11% 1% Xbox 9% 0% 0% Game Boy Ad/SP Game Cube Base: All Video Gamers Spring 2010 aged 16-49 (3,814 video gamers who use a PS3, Xbox 360 and Wii as main console) Q4 Have you played a video or computer game in the last 6 months on any of the following games systems? Q5 Which of these game systems do you use most often? Figure 13 Reported Platform Use by Xbox 360 Users 100.0% 90.0% 80.0% 70.0% 60.0% 50.0% 40.0% 30.0% 20.0% 10.0% 0.0% 100% 82% Some Use Most Used 57% 52% 35% XBox 360 Wii 14% 7% PS3 34% 28% 28% 10% PC 39% 35% 28% 5% 5% 3% 2% DS/ DS Other Lite/DSi Phone iPhone PSP/ PSP Go 2% PS2 17% 11% 1% 1% Smart Phone Game Cube 12% 12% 0% Xbox 0% PS1 0% Game Boy Ad/SP Base: All Video Gamers Spring 2010 aged 16-49 (3,814 video gamers who use a PS3, Xbox 360 and Wii as main console) Q4 Have you played a video or computer game in the last 6 months on any of the following games systems? Q5 Which of these game systems do you use most often? Figure 14 Reported Platform Use by Wii Users 100.0% 90.0% 80.0% 70.0% 60.0% 50.0% 40.0% 30.0% 20.0% 10.0% 0.0% 100% Some Use 72% Most Used 47% 41% 38% 30% 7% PC Wii 27% 24% 6% DS/ DS Other Lite/DSi Phone 19% 5% PS3 18% 4% XBox 360 17% 12% 4% iPhone 3% PS2 2% 1% Smart PSP/ Phone PSP Go 8% 0% Game Boy Ad/SP 7% 8% 0% Xbox 0% PS1 Base: All Video Gamers Spring 2010 aged 16-49 (3,814 video gamers who use a PS3, Xbox 360 and Wii as main console) Q4 Have you played a video or computer game in the last 6 months on any of the following games systems? Q5 Which of these game systems do you use most often? Page 24 Copyright © Interactive Software Federation of Europe 6% 0% Game Cube Video Gamers in Europe Spring 2010 Figure 15 Three Most Popular Main Systems by Region 100% 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% 9% 27% 33% UK 5% 12% 9% 17% 58% 45% France PC Germany Wii 2% 19% 12% 10% 17% 10% 55% 49% 11% 45% 43% Italy Spain/ Portugal Other mobile phone 9% 9% 14% 5% 4% 7% 10% 14% 73% Rest of Nordic North Western Region Eastern Europe Europe DS/DSLite/DSi Xbox 360 PS3 49% All Europe Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) Q5 Which of these game systems do you use most often? Page 25 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 2.3 Handheld Systems 54% of Gamers are playing a handheld gaming device Handheld gaming is most prevalent in the North Eastern Europe Region and the Spain/Portugal Region Gaming activity in the Nordic Region is weaker than in the rest of Europe 41% of Gamers mostly play games on handheld consoles at home, 26% mostly play while travelling and 17% mostly when waiting for someone Figure 16 Proportion of Gamers Using Handheld Devices 70% 60% 50% 67% 64% 50% 56% 52% 54% 53% 48% 40% 40% 30% 20% 10% 0% UK France Germany Italy Spain/ Portugal Rest of Western Europe Nordic Region North Eastern Europe All Europe Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) Q22 Do you play games on a portable device such as a mobile phone, PDA, Nintendo DS or Sony PSP? Figure 17 Where Gamers Play With Their Handheld Games Systems At home 51% 41% When I am travelling 45% 26% When I am waiting for someone 37% 17% Other 11% 5% At a friends house 4% At school 3% At a cafe/bar/restaurant 1% 0% Mostly Play 10% 2% At work Play 9% 9% 7% 10% 20% 30% 40% 50% 60% Base: All Video Gamers who play on a handheld system Spring 2010 aged 16-49 (3,577 video gamers weighted by age, sex, hours of play and gaming spend) Q23 Where do you mostly play video games on a portable device? Q24 Where else do you play video games on a portable device? Page 26 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 2.4 Multimedia Console Use Watching DVDs, listening to music, and watching films are the most popular secondary uses of games systems with multimedia capabilities 23% and 20% of Gamers use the Social networking and online chat services on their consoles Figure 18 The Use of Consoles‟ Multimedia Capabilities 70% 63% 60% 50% 40% 30% 20% 50% 47% 49% 44% 43% 40% 40% 36% 24% 19% 58% 55% 53% 48% 52% 46% 42% 45% 46%45%46% 44% 45% 37%37%37% 30% 28% 20% 17% 50% 36% 32% 29% 25% 23% 18% 16% 16%17% 16% 12% 23% 20% 10% 0% UK Watch DVDs France Germany Listen to music Italy Spain/ Portugal Watch films Rest of Nordic Western Region Europe Access a social network site North All Europe Eastern Europe Chat online Base: All Video Gamers with access to a console with multimedia capabilities (PS2, PS3, PSP, Xbox, Xbox 360) Spring 2010 aged 1649 (2,021 video gamers weighted by age, sex, hours of play and gaming spend) Q28 Have you used your games systems (excluding PCs) as a multimedia device in the last 12 months to .... Page 27 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 2.5 Hours of Game Play The inclusion in Spring 2010 of all Gamers has led to the identification of Intermittent Gamers who are not playing games regularly every week. 31% of people who play games do not play regularly for an hour or more each week Other research shows a trend to less dedicated game play in the UFIGS countries (UK, France, Italy, Germany and Spain)3 Overall 76% of Gamers play less than 5 hours a week. It is therefore no longer correct to view gaming as a pastime of a few highly committed participants Germans and North Eastern Gamers are the most likely to have long hours of play. This reflects the higher proportions of PC Gamers in these regions. These groups are more likely to play the strategic types of game that involve many hours of game play The pattern of play among Wii Gamers is very similar to the general profile across Europe, the only difference is that there are slightly fewer intermittent users PS3 and Xbox 360 Gamers are more likely to play for longer than the norm, 25% of Gamers on these systems play more than 10 hours a week. Figure 19 Hours of Video Gaming 100% 90% 80% 7% 5% 11% 8% 4% 9% 12% 9% 13% 70% 60% 50% 5% 4% 10% 6% 4% 9% 8% 6% 15% 43% 44% 55% 49% 40% 42% 10% 36% 22% 38% 17% 22% Germany Italy 8% 5% 11% 13% 8% 17% 38% 40% 45% Spain/ Portugal Rest of Western Europe Nordic Region 16+ hours 11-15 hours 6-10 hours 1-5 hours 45% 28% 49% 30% 20% 7% 3% 7% 34% 31% North Eastern Europe All Europe no hours 0% UK France Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) Q6 Thinking now about your use of video games, on average, how many hours per week have your spent playing video games over the last 3 months? (Include both online and off line play.) (Sense checks were included and where gamers found difficulty in answering this question they were asked to estimate play in time bands.) Figure 20 Hours of Video Gaming by New Console Users 100% 80% 9% 6% 12% 16% 9% 15% 8% 15% 41% 38% 27% 19% 24% 26% All New Console Users A Sony PlayStation 3 User A Microsoft Xbox 360 User A Nintendo Wii User 60% 46% 40% 20% 9% 5% 12% 16% 16+ hours 11-15 hours 6-10 hours 1-5 hours 48% no hours 0% Base: All Video Gamers Spring 2010 aged 16-49 (3,814 video gamers who use a PS3, Xbox 360 and Wii as main console) Q6 Thinking now about your use of video games, on average, how many hours per week have your spent playing video games over the last 3 months? (Include both online and off line play.) (Sense checks were included and where gamers found difficulty in answering this question they were asked to estimate play in time bands.) 3 GVE Compass Report: The European Leisure and Software Industry Consumer Intelligence Report Spring 2010 Page 28 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 2.6 Purchase Behaviour Almost 40% of people playing games have not bought or been given a game for themselves in the last 12 months, they are playing the games others have bought 14% of Gamers are buying more than 3 games a year and together this group account for 56% of all games purchases Numbers of purchases are highest in the UFIGS countries: – These range from 2.7 games per gamer in the UK to 1.4 games per gamer in North Eastern Europe Only 40% of the games bought are bought new/at full price Figure 21 Numbers of Video Games Purchased 100% 90% 80% 1% 3% 6% 11% 1% 5% 4% 8% 2% 2% 4% 7% 1% 2%3% 6% 1% 1% 2% 10% 70% 60% 50% 49% 54% 39% 50% 55% 1% 1% 2% 5% 1% 1% 5% 4% 1% 1% 2% 5% 39% 32% 40% 1% 2% 4% 7% 47% more than 15 games 11-15 games 7-10 games 4-6 games 1-3 games No games 40% 30% 20% 10% 47% 39% 30% 28% 31% UK France Germany 52% 57% 51% 39% 0% Italy Spain/ Portugal Rest of Western Europe Nordic Region North Eastern Europe All Europe Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) Q9 How many games have you bought for yourself, or been given in the last 12 months? (Include online games.) (Options: second hand, discounted from full price, new full price.) Figure 22 Type of Video Game Purchase New full price 3.0 Discounted from full price 2.5 2.0 1.0 Second hand 0.9 1.1 1.5 0.9 0.5 0.9 0.7 1.0 0.7 0.8 0.9 0.8 0.7 0.7 0.5 France 0.5 0.6 0.6 0.6 0.5 0.3 0.3 Germany Italy Spain/ Portugal Rest of Western Europe Nordic Region 0.0 UK 0.7 0.8 0.4 0.5 0.7 0.5 0.6 North Eastern Europe All Europe Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) Q9 How many games have you bought for yourself, or been given in the last 12 months? (Include online games.) (Options: second hand, discounted from full price, new full price.) Page 29 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 3 Section 3 Attitudes and Motivations for Video Gaming Reasons for Gaming, Encouraging New Gamers Page 30 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 3.1 Motivations for Playing Video Games The core motivations for playing games are „fun‟ (61%); „relaxation‟ (53%); and „a way to pass time‟ (53%), i.e. simple pleasures These motivations are: – consistent across all the regions – both the most popular reasons and the three main motivations for gaming (chosen as the main reason for playing by; 25%, 23% and 26% of Gamers respectively) Other reasons such as „the challenge of the game‟ and „excitement‟ motivate fewer Gamers to play video games Learning new things is the least selected motivation, though other research has shown it as an important motivation for some of the new entrants to the market 4 Figure 23 Gamers‟ Motivations for Playing Video Games 61% It's fun 25% 53% When I'm bored/ to pass time 26% 53% To relax/ de-stress 23% 32% For the challenge of the game 6% 24% To make good use of spare time 5% 20% It's exciting 2% 16% To play/socialise with other people in person 6% 12% To use my imagination 1% Other Reason 11% To play/socialise with other people online 3% Main reason 9% I learn new things 1% 0% 20% 40% 60% 80% Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) Q11 What is the main reason you play video games? Q12 What other reasons do you play video games for? 4 GVE runs a Gamer Market Segmentation system which identifies 7 groups of gamers. One group „This Lifers‟ is 14.5% of the market and is motivated to play by experiences like; „gives me an opportunity to do something creative‟ and „develops my skills outside gaming‟. Source: GVE Compass 2010. Page 31 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 Figure 24 Three Main Motivations by Region 80% 70% 60% 50% It's fun To relax/ de-stress When I'm bored/ to pass time 73% 65% 60% 59% 56% 52% 50% 60% 59% 52% 53% 61% 61% 61% 58% 55% 52% 51% 51% 49% 61% 53% 53% 53% 47% 45% 39% 40% 30% 20% 10% 0% UK France Germany Italy Spain/ Portugal Rest of Western Europe Nordic Region North Eastern Europe All Europe Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) Q11 What is the main reason you play video games? Q12 What other reasons do you play video games for? Page 32 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 3.2 Motivations to play with Handhelds Systems Handhelds are for many time fillers; „when I‟m bored/to pass the time‟ is the main reason given for playing Handheld game systems by 52% of Gamers that use them, and a further 8% say they see it as a good use of spare time Relaxing and de-stressing is also an important motivation (13%) “It‟s fun” (16%) is much less likely to be the main motivation for Gamers than when they play Console or online games Handheld gaming is not seen as a way to socialise with other gamers in person or online Figure 25 Handheld Gaming – Motivations for Players 50% 52% When I'm bored/to pass the time It's fun 40% 16% To relax/de-stress 31% 13% To make good use of spare time 20% 8% For the challenge of the game 12% 3% To use my imagination 1% Main Reason 15% 4% It's exciting Other Reasons 9% 6% 1% 4% 1% 3% 1% I learn new things To play/socialise with other people in person To play/socialise with other people online 0% 20% 40% 60% Base: All Video Gamers who play on a handheld system Spring 2010 aged 16-49 (3,577 video gamers weighted by age, sex, hours of play and gaming spend) Q25 What is the main reason why you play video games on a portable device? Q26 Why else do you play video games on a portable device? Page 33 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 3.3 Reasons for Not Playing Video Games Amongst Non Gamers The main reason Non Gamers don‟t play games is that they do not consider the benefits sufficiently great and therefore do not make the time to play; 41% of Non Gamers say “I don‟t have the time” The second main reason is a lack of interest in or understanding of games; – 23% say video games are boring – 9% say games are only for children 11% of Non Gamers do not believe they are worth the money saying they are too expensive Only 7% claim games are too violent as the reason they do not play them There is a good deal of agreement across the regions among Non Gamers, though in the UK, France and North Eastern Europe Non Gamers place less emphasis on the cost of games Figure 26 Reasons for not Playing Video Games Amongst Non Gamers 32% I don't have the time 41% 19% Video games are too expensive 11% 16% I find video games boring 23% 11% I find video games too complicated/ difficult to play 8% 10% Video games are too violent 7% Other Reason Main reason 9% Video games are for children 9% 0% 10% 20% 30% 40% 50% Base: All Non Gamers Spring 2010 aged 16-60 (1,599 video gamers weighted by age and sex) NG1 What is the main reason why you don‟t play video games Figure 27 Main Reasons for not Playing Video Games Amongst Non Gamers: By Region 100% 80% 60% 40% 20% 15% 28% 17% 10% 14% 10% 28% 16% 33% 16% 13% 13% 29% 14% 14% 8% 9% 11% 23% 23% 40% 33% 28% UK France 48% 37% 48% 39% 54% 41% 0% Germany Italy Spain/ Portugal I don't have the time Video games are too expensive I find video games too complicated/difficult to play Rest of Western Europe Nordic Region I find video games boring Video games are for children Base: All Non Gamers Spring 2010 aged 16-60 (1,599 video gamers weighted by age and sex) NG1 What is the main reason why you don‟t play video games Page 34 Copyright © Interactive Software Federation of Europe North Eastern Europe All Non Gamers Video Gamers in Europe Spring 2010 3.4 Encouraging Non Gamers to Play Video Gamers Most of the reasons given for not gaming by Non Gamers, are issues that are not so much matter of fact as of opinion or knowledge – 33% of Non Gamers say „being able to play with my children‟ would motivate them to play. However, there are already many games others consider suitable to play with children – Non Gamers are attracted by games that can be played for short periods of time (27%), and there are increasing numbers of titles that can be played in this way Therefore, the conclusion is that: – the types of rewards that motivate Non Gamers are similar to many Gamers‟ motivations for playing games – the barriers of disinterest and lack of appreciation of gaming among Non Gamers must therefore be more significant deterrents to be overcome than the need for new game concepts – more people can be encouraged to play if the ability of games to meet their interests can be communicated to them effectively The success in recent years of the new consoles and new games like Wii Fit, Guitar Hero and Dr Kawashima‟s Brain Training to attract new people to gaming demonstrate the possibilities for expanding further participation in games Figure 28 Motivations to Encourage Non Gamers to Play Video Games 33% Being able to play with my children 27% A game that can be played for short periods of time 24% Being able to play games that stimulate my imagination/ make me think 24% If the cost of video games were lower 23% A game that doesn't take a lot of time to complete 20% A game that looks easy or fun 15% Being able to play games that keep me physically active 12% A game that I can really pick up and play easily 9% Being able to play with friends other people 4% A game that gives me the chance to do things I cannot do in real life 0% 5% 10% 15% Base: All Non Gamers Spring 2010 aged 16-60 (1,599 video gamers weighted by age and sex) NG3 What would make you more interested in playing video games? Page 35 Copyright © Interactive Software Federation of Europe 20% 25% 30% 35% Video Gamers in Europe Spring 2010 4 Section 4 Video Games in the Family Playing with children and Parental Supervision of Gaming Page 36 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 4.1 Video Games as a Family Activity In Spring 2010 58% of all Gamers who are parents report playing games with their children The UK has the highest figure amongst Europe with 72% of all Gamers who are parents report playing games with their children The likelihood is related to how active a gamer the parent is; the more dedicated a gamer the more likely they are to play with their children Figure 29 Proportion of Gaming Parents Who Play Games With Their Children 80% I play video games with my child 70% 60% 50% 40% 72% 30% 63% 52% 55% 53% Germany Italy Spain/ Portugal 20% 49% 56% 48% 58% 10% 0% UK France Rest of Western Europe Nordic Region North Eastern Europe All Gaming Parents Base: All Gamers who are also Parents, Spring 2010, aged 16-49 (2,253 gamers, weighted by age, sex, hours of play and gaming spend) Q30 Do you ever play video games with your child/children? Page 37 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 4.2 Motivations to Play with Children The three main reasons for Parents playing with their children are: – It‟s fun (27%) – It allows them to spend time with their children (25%) – They do it because their children have asked them to (24%) Figure 30 Gaming Parents' Motivations for Playing with their Children It's a fun activity for all the family 40% 27% I can spend time with my child/children 42% 25% My child/children asked me to play with them 37% 24% Some of the games I play have educational benefits 21% 9% Some of the games I play have health and fitness benefits 13% 6% I can monitor what games my child/children are playing 21% Other Reason 5% I can monitor how long my child/children are playing video games for Main Reason 17% 3% 0% 10% 20% 30% 40% 50% Base: All Gaming Parents who play games with their children, Spring 2010, aged 16-49 (1,507 gamers, weighted by age, sex, hours of play and gaming spend) Q31 What is the main reason you play video games with your child/children? Q32 Why else do you play video games with your child/children? Page 38 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 4.3 Monitoring Children‟s Games Purchases and Play Many parents are not involved in their children‟s purchases 31% of Gaming Parents and 42% of Non Gaming Parents never buy games for their children 14% of Gaming Parents and 17% of Non Gaming Parents never monitor the games that their children are playing Across almost all regions the consistent pattern is for Gaming Parents to be more involved in their children‟s games purchases than Non Gaming Parents, only North Eastern Europe reverses this pattern North Eastern European Parents are the least likely to be ever involved in buying their children‟s games UK Parents are the least likely to allow their children to buy their games unsupervised Figure 31 Proportion of Occasions When Parents Buy their Children‟s Games Never 100% 90% 22% 23% 80% 70% 60% 50% 9% 29% 37% 45% 16% 22% 26% 30% 29% 30% 27% 24% 23% 23% 19% 11% 0% 10% 28% 15% 13% 22% 33% 15% 6% 6% 1% 2% 3% 21% 29% 5% 2% 42% 17% 16% 31% 20% 10% 18% 27% 40% 47% 5% Rarely 22% 24% 31% 13% 29% 49% 11% 25% 36% 19% 3% 5% 36% 31% 40% 55% 49% 5% 2% 22% 42% 25% 26% 11% 14% 15% 9% 5% 10% 3% 11% 20% 20% 11% 9% 4% Most of the time 23% 27% 20% Sometimes Always 17% 11% 21% 18% 15% 12% 35% 20% 10% 6% Gamer Non Gamer Non Gamer Non Gamer Non Gamer Non Gamer Non Gamer Non Gamer Non Gamer Non Parent Gamer Parent Gamer Parent Gamer Parent Gamer Parent Gamer Parent Gamer Parent Gamer Parent Gamer Parent Gamer Parent Parent Parent Parent Parent Parent Parent Parent Parent UK France Germany Italy Spain/ Portugal Rest of Western Europe Nordic Region North Eastern Europe All Europe Base: All Parents, Spring 2010, (Gaming Parents aged 16-49- 2,253, weighted by age, sex, hours of play and gaming spend) and (Non Gaming parents aged 16+ 2,931 unweighted as no information exists on the age and sex profile of this group by region) Q33 Thinking about your youngest child, do you buy this child‟s games? There is less difference between the two groups of parents over whether children are present when games are bought Only 16% of parents buy their children‟s games, either without their children or rarely with their children present German parents are most likely to be buying their children‟s games without their children present Figure 32 Proportion of Occasions Children are Present When their Parents Buy their Children‟s Games 100% 90% 2% 12% 4% 8% 80% 70% 29% 31% 8% 6% 28% 60% 50% 40% 30% 12% 13% 16% 24% 24% 13% 9% 20% 10% 8% 23% 22% 18% 15% 11% 29% 12% 13% 13% 8% 17% 15% 12% 20% 6% 31% 3% 7% 14% 25% 17% 23% 13% 7% 10% 9% 5% 9% 16% 19% 11% 16% 14% 23% 14% 16% 4% 6% 12% 17% 11% 13% 6% 37% 2% 10% 16% 19% 47% 45% 24% 42% 22% 35% 5% 9% 25% 18% 7% 49% 4% 10% 3% 13% 19% 9% 10% 15% 9% 12% 10% 12% 10% 12% 6% 10% 23% 7% 9% 15% Rarely Sometimes Most of the time Always 16% 19% Never Never Buy Games for Child 12% 11% 55% 36% 7% 40% 49% 31% 42% 0% Gamer Non Gamer Non Gamer Non Gamer Non Gamer Non Gamer Non Gamer Non Gamer Non Gamer Non Parent Gamer Parent Gamer Parent Gamer Parent Gamer Parent Gamer Parent Gamer Parent Gamer Parent Gamer Parent Gamer Parent Parent Parent Parent Parent Parent Parent Parent Parent UK France Germany Italy Spain/ Portugal Rest of Western Europe Nordic Region North Eastern Europe All Europe Base: All Parents, Spring 2010, (Gaming Parents aged 16-49- 2,253, weighted by age, sex, hours of play and gaming spend) and (Non Gaming parents aged 16+ 2931 unweighted as no information exists on the age and sex profile of this group by region) Q34 When you buy games for your child is your child present? Page 39 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 Gaming Parents are marginally more likely than Non Gaming Parents to monitor the games their children are playing Nordic parents are the least concerned about what their children are playing Figure 33 Proportion of Occasions When Parents Monitor the Games Their Children are Playing 100% 90% 16% 80% 2% 11% 70% 60% 50% 13% 17% 17% 8% 3% 11% 9% 12% 4% 8% 12% 22% 14% 29% 28% 23% 20% 6% 9% 15% 1% 8% 23% 20% 22% 6% 1% 19% 12% 5% 6% 11% 27% 10% 19% 12% 11% 4% 7% 29% 18% 20% 18% 17% 8% 9% 13% 13% 13% 20% 26% 40% 20% 42% 37% 46% 54% 39% 45% 52% 54% 54% 47% 49% 39% 10% 35% 13% 24% 18% 6% 19% 23% 30% 15% 3% 28% 14% 3% 11% 17% 8% 14% 25% 25% 34% 21% 25% 38% Never Rarely Sometimes Most of the time Always 46% 40% 0% Gamer Non Gamer Non Gamer Non Gamer Non Gamer Non Gamer Non Gamer Non Gamer Non Gamer Non Parent Gamer Parent Gamer Parent Gamer Parent Gamer Parent Gamer Parent Gamer Parent Gamer Parent Gamer Parent Gamer Parent Parent Parent Parent Parent Parent Parent Parent Parent UK France Germany Italy Spain/ Portugal Rest of Western Europe Nordic Region North Eastern Europe All Europe Base: All Parents, Spring 2010, (Gaming Parents aged 16-49- 2,253, weighted by age, sex, hours of play and gaming spend) and (Non Gaming parents aged 16+ 2931 unweighted as no information exists on the age and sex profile of this group by region) Q35 Do you monitor what video games your children are playing? Page 40 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 Page 41 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 5 Section 5 Video Gamers Broader Activities and Interests Page 42 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 5.1 Gamers Other Leisure Interests In this section some charts show „new console users‟. This is defined as a user of at least one of the following consoles: Sony PlayStation 3, Microsoft Xbox 360, Nintendo Wii. In 2010 simple social activities, like chatting with friends are a universally popular pastime (92%) Shopping (78%) and eating out (77%) are also enormously popular The data is a measure of the things Gamers like to do when they can, not monthly activity rates for each pastime Exercising outdoors has the highest proportion of people who claim this is their favourite activity both in absolute terms and in relation to the overall popularity of the activity Figure 34 Leisure Activities Gamers Enjoy Most 34% Chat or spend time with friends 92% 9% Go shopping or go out to shopping malls 78% 8% Go out to eat 77% 10% Go to the movies 69% 6% Go out to a cafe, pub or bar 66% 16% Play sports or exercise outdoors 60% 5% Go to a party or go out dancing 47% 5% Go to a concert or a gig 38% 5% Play sports or exercise at a health centre Favourite Activity 37% All Activities Enjoyed 1% Go to a museum, art gallery or the theatre 29% 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% Base: All Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) 100% Q36 If you had a few hours of spare time, what sort of leisure or entertainment-related activities do you usually do at least once a month, place each activity according to your preferences – Things I do/ Things I don‟t do? Q36a Please rank in order of preference, your three favourite activities. Page 43 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 5.2 Time spent by Gamers on Leisure and Entertainment Gamers are now a group who have many diverse interests; they are as likely to play sport or read books as game, this is true both of all Gamers and of those using the New Consoles. The dominant pastimes remain watching TV, socialising and spending time on the internet 45% of gamers‟ spend 15 or more hours a week surfing the internet There are broad similarities in the pattern of time spent on the reported activities across the regions, however each region has its own emphasis; for example the Germans are much more likely to socialise than the British and the French watch more TV than the Italians Figure 35 Time Spent By Gamers on Selected Leisure Activities 38% Going to the cinema Reading newspapers and magazines 4% 1% 57% 15% 15% 2% 68% Playing sport / exercising 22% 52% 20% 5% Reading books 21% 54% 20% 5% Watching DVDs 22% 61% 18% Playing console or PC videogames 56% Listening to the radio 14% 48% Listening to music on CD / iPod /other music player 13% 51% 28% 40% Socialising with friends / family 3% 31% 35% 0% 20% None 5 hours or less 12% 28% 32% 36% 40% 8% 14% 23% 4% 1% 17% 18% 24% Watching TV Surfing the Internet 14% 3% 45% 60% 80% 6-14 hours 100% 15+ hours Base: All Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) Q37 In an average week how much time would you say you spend on ....? Page 44 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 Figure 36 Proportion of Gamers Spending More than 6 Hours a Week on Activity 5% Going to the cinema 17% Reading newspapers and magazines 25% Playing sport / exercising 25% Reading books 17% Watching DVDs 25% Playing console or PC videogames 38% Listening to the radio Listening to music on CD / iPod /other music player 36% 68% Watching TV 66% Socialising with friends / family 81% Surfing the Internet 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% Base: All Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend), 2008 sample as reported in 2008 Q37 In an average week how much time would you say you spend on ....? Table 2 Proportions of Gamers by Country Spending More than 6 Hours per Week on an Activity UK Playing console or PC videogames Surfing the Internet Socialising with friends / family Watching TV Listening to music on CD / iPod /other music player Listening to the radio Watching DVDs Reading books Playing sport / exercising Reading newspapers and magazines Going to the cinema 24% 83% 54% 71% 38% 34% 24% 28% 22% 11% 5% France Germany Italy 23% 32% 30% 84% 82% 84% 62% 74% 63% 78% 73% 57% 30% 34% 35% 38% 39% 35% 16% 15% 17% 20% 29% 28% 23% 25% 27% 15% 18% 21% 5% 4% 10% Rest of North Spain/ Western Nordic Eastern All Portugal Europe Region Europe Gamers 24% 20% 17% 31% 25% 77% 78% 78% 82% 81% 73% 70% 70% 75% 66% 60% 69% 71% 54% 68% 32% 37% 36% 49% 36% 35% 42% 36% 48% 38% 15% 15% 17% 20% 17% 23% 27% 24% 23% 25% 22% 24% 31% 34% 25% 20% 22% 17% 18% 17% 7% 1% 1% 3% 5% Base: All Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) Q37 In an average week how much time would you say you spend on ....? Page 45 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 Figure 37 Time Spent By Gamers on Selected Leisure Activities by All New Console Users 35% Going to the cinema Reading newspapers and magazines 59% 5% 1% 15% 2% 68% 15% Playing sport / exercising 21% 53% 21% 4% Reading books 20% 55% 20% 5% 17% Watching DVDs 64% Playing console or PC videogames 14% Listening to the radio 14% 48% Listening to music on CD / iPod /other music player 12% 53% Watching TV 3% Socialising with friends / family 3% Surfing the Internet 58% 29% 20% None 19% 24% 9% 13% 24% 41% 30% 2% 19% 0% 15% 4% 27% 34% 33% 36% 40% 5 hours or less 11% 44% 60% 80% 6-14 hours 100% 15+ hours Base: All Video Gamers Spring 2010 aged 16-49 (3,814 video gamers who use a PS3, Xbox 360 and Wii as main console) Q37 In an average week how much time would you say you spend on ....? Page 46 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 5.3 The Benefits of Video Gaming and Other Media In 2010 Gamers believe that games are the best media for keeping you mentally and physically fit TV is the best media for: – Helping you learn about new technology (49% in 2010 – 12% higher than all other forms of media) – Teaching you new things (54% - 24%) Movies are the best media for: – Being a fun way to spend time (78% - 16%) – Stimulating your imagination (47% - 2%) – Making you think (46% - 3%) – Constructive way to spend time (34% - 1%) – Allowing you to spend time with the family (50% - 14%) Games are the best media for: – Keeping you mentally fit (50% - 25%) – Keeping you physically fit (18% - 11%) Figure 38 Proportion of Gamers Agreeing to the Benefits of Video Gaming and Other Media 78% 80% Video Games TV 70% Movies 62% 60% 55% 50% 54% 45% 50% 47% 43%42% 50% 49% 46% 37% 40% 31% 30% 30% 24% 25% 33% 29% 34% 35%36% 28% 22% 18% 20% 7% 7% 10% 0% Fun way to spend time Stimulates your imagination Makes you think Keeps you fit mentally Helps you learn about technology and new media Teaches you new things Constructive way to spend time Allows you to spend time with friends/family Keeps you fit physically Base: All Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) (Agree = a score of 4 or 5) Q13 Please indicate whether you agree with each statement using a 1-5 rating scale, where a 5 stands for agree strongly and a 1 stands for disagree strongly. Page 47 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 6 Section 6 Online Gaming and Multimedia Page 48 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 6.1 Prevalence of Online Gaming 71% of Gamers played some form of Online game in the past 3 months Comparing the profile of free online gaming against paid for, free online games make up a large volume of online games played 19% of Gamers are playing paid for Online games (e.g. Subscription titles such as World of Warcraft; or pay to play online games) and 68% of Gamers are playing free Online games Free Games on Games Websites (55%) and Games of Social Network Sites (37%) are the most popular kinds of free games. Games you buy and then play free online is the most popular kind of paid for online gaming Free online gaming activity is strongest in North Eastern Europe, however it has the lowest level of activity for paid for online gaming The Nordic Region and Germany show the highest level of activity for paid for online gaming Playing Free online Gambling games is most common in Spain/Portugal More than half of all Italian Gamers (52%) play free online games on Social networking sites/non gaming websites Games which you have to buy the software and then play online is the most prevalent form of paid for online gaming; the highest level of activity is seen in Germany (17%) 8% of Nordic Gamers are playing online games for which you have to pay a monthly subscription, the highest in Europe Italy and the Nordic Region (10%) show the highest proportion for playing games on a “pay to play” basis Figure 39 Free Online Gaming Activity by Region UK 41% 37% 19% 16% 13% 16% Italy 23% 22% 27% 18% 0% 10% 20% 53% 38% North Eastern Europe All Europe 54% 31% 21% 18% 28% 30% 59% 53% 36% 34% Spain/ Portugal 15% 52% 28% 21% Rest of Western Europe 61% 31% 27% Germany Nordic Region 57% 35% 33% France 36% 55% 37% 40% 67% 46% 50% 60% 70% Free online games on games websites Free online games on a social networking or other non-game websites Free massively multiplayer online games Online gambling games Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) Q14 What kind of online or WiFi games have you played in the last 3 months (if any)? Page 49 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 Figure 40 Paid For Online Gaming Activity by Region 14% UK 6% 6% 14% France 7% 6% 17% Germany 6% 7% 15% Italy 5% 10% 11% Spain/ Portugal 4% 6% 14% Rest of Western Europe 4% 5% 14% Nordic Region 8% 10% 11% North Eastern Europe 4% 6% 14% All Europe 2010 6% 7% 0% 2% 4% 6% 8% 10% 12% 14% 16% 18% Games for which you have to buy the software and then play free online Games which you pay a monthly subscription to play online Games you play online for which you pay on a 'pay per play' basis Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) Q14 What kind of online or WiFi games have you played in the last 3 months (if any)? Figure 41 Online Gaming Activity by Region 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% 69%70% 76% 73% 75% 70% 81%82% 69%70% 58%60% 23% 19% 17% UK France 22% Germany Paid for Online Games Italy 16% Spain/ Portugal 68% 65% 19% Rest of Western Europe Free Online Games 71% 67% 68%71% 25% 16% Nordic Region North Eastern Europe 19% All Europe 2010 Any Online Games Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) Q14 What kind of online or WiFi games have you played in the last 3 months (if any)? Page 50 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 6.2 Genre of Online Games Played Puzzle/Board/Game Show/Trivia/Card games are the most played Online Games 58% of Gamers are playing Puzzle/Board/Game Show/Trivia/Card games online; the Rest of Western Europe is the most active Region with two thirds of Gamers in the region playing 26% of Gamers are playing MMO games; they are most popular in France where a third of French Gamers play MMO games Figure 42 Genre of Online Games Played by Region 41% UK 18% 37% 58% 56% France 33% 48% Germany 27% 54% 56% 50% 55% 55% Italy 20% 50% 47% 52% Spain/ Portugal 30% 48% Rest of Western Europe 57% 25% 44% Nordic Region 52% 21% 49% North Eastern Europe 28% 45% All Europe 26% 0% 10% 20% 65% 55% 30% 40% 50% 66% 62% 60% 55% 58% 55% 60% Action/Sport/Strategy/Role Play Puzzle/Board/Game Show/Trivia/Card Mini Games/Shockwave/Flash/Browser Based Massively Multiplayer Online Games 70% Base: All Video Gamers who play online Spring 2010 aged 16-49 (4,748 video gamers weighted by age, sex, hours of play and gaming spend) Q15 What kind of games do you play online? Page 51 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 6.3 Who Online Games are Played With Playing online is a largely solitary activity; 68% play all/most of the time online alone Over half of French Gamers play online on their own Among Gamers who do play with others, – 20% of Online Gamers play against people in the same room UK Gamers are most likely to play online games with other gamers physically present in the same room (27%), this figure is only 9% in the „Rest of Western Europe‟ Figure 43 How Much Social Gameplay is there Online 100% 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% 5% 20% 6% 16% 10% 26% 25% 7% 19% 36% 37% 33% 35% UK 51% 27% France Germany 6% 9% 20% 17% 7% 26% 23% 30% 9% 33% 33% 7% 22% 31% 30% 36% 41% 41% 38% Italy Spain/ Portugal Rest of Western Europe Nordic Region Always play on my own Sometimes on my own/sometimes with other people Always play with other people 23% North Eastern Europe 37% All Europe 2010 Play on my own most of the time Play with other people most of the time Base: All Video Gamers who play online Spring 2010 aged 16-49 (4,748 video gamers weighted by age, sex, hours of play and gaming spend) Q16 Do you generally play games online by yourself or with/against other people? Figure 44 Where Your Friends are Online 100% 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% 36% 31% 26% 36% 44% 49% 27% 25% 25% UK France Germany 28% 59% 14% 26% 69% 65% 13% 17% Italy Spain/ Portugal 9% Rest of Western Europe 22% 20% 25% 60% 65% 55% 18% 15% 20% Nordic Region North Eastern Europe All Europe 2010 Usually physically present in the same room Usually present via a network Sometimes they are physically present and sometimes present via a network Base: All Video Gamers who play online against other gamers Spring 2010 aged 16-49 (481 video gamers weighted by age, sex, hours of play and gaming spend) Q16 Do you generally play games online by yourself or with/against other people? Q17 When you play games online against other people are they usually physically present in the same room or present via a network? Page 52 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 6.4 Where Gamers Play Online 95% of Online Gamers play games online at home 21% play games online at friends houses 9% of Gamers who play online do so whilst travelling; this has only become possible via WiFi and the online capabilities of the new handhelds Figure 45 Where Online Gamers Play Online 95% 89% At home At a friend's house When I am waiting for someone At school Other At a cafe/bar/restaurant 2% Play Mostly play 11% 1% At work When I am travelling 21% 3% 9% 9% 1% 7% 1% 5% 2% 3% 1% 0% 20% 40% 60% 80% 100% Base: All Video Gamers who play online Spring 2010 aged 16-49 (4,748 video gamers weighted by age, sex, hours of play and gaming spend) Q18 Where do you mostly play video games online? Q19 Where else do you play video games online? Page 53 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 6.5 Why Gamers Play Online „It‟s fun‟ is the most quoted reason for playing gamers online (49%), but „to pass the time‟ is the main reason most often given by Gamers (29%) Other important reasons include: – To relax/de-stress (40% - 19% as a main reason) – The challenge of the game (23% - 7%) Figure 46 Motivations for Playing Online Games It's fun 49% 23% When I'm bored/to pass the time 44% 29% To relax/de-stress 40% 19% For the challenge of the game 23% 7% It's exciting To make good use of spare time 6% To play/socialise with other people online 5% To play/socialise with other people in person 4% To use my imagination 1% I learn new things 1% 0% Main Reason 20% 5% Other Reasons 18% 16% 11% 10% 7% 10% 20% 30% 40% 50% Base: All Video Gamers who play online Spring 2010 aged 16-49 (4,748 video gamers weighted by age, sex, hours of play and gaming spend) Q20 What is your main reason for playing video games online? Q21 What other reason do you have for playing online video games? Page 54 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 Page 55 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 7 Section 7 Awareness and Perceptions of PEGI Page 56 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 7.1 Awareness of Age Rating Systems In this section some charts show „new console users‟. This is defined as a user of at least one of the following consoles: Sony PlayStation 3, Microsoft Xbox 360, Nintendo Wii. Across Europe awareness is remarkably consistent among Gamers and Non Gaming Parents within each country Only in Italy and North Eastern Europe are Non Gaming Parents less aware Awareness is strongest in UK and the „Rest of Western Europe‟ (NL, B, CH, AUT) There is little differentiation by console, awareness is highest amongst PS3 users at 61% Figure 47 Awareness of an Age Rating System for Video Games 70% 60% 64% 62% 60% 53% 52% 48% 45% 50% 40% 5 61% 52% 47% 43% 43% 44% 41% 35% 30% 23% 20% 10% 0% Gamers Non Gaming Parents Gamers UK Non Gaming Parents France Gamers Non Gaming Parents Gamers Italy Non Gaming Parents Spain/Portugal Gamers Non Gaming Parents Rest of Western Europe Gamers Non Gaming Parents Nordic Region Gamers Non Gaming Parents North Eastern Europe Gamers Non Gaming Parents All Europe Base: All Video Gamers Spring 2010 aged 16-49 (5,685 video gamers weighted by age, sex, hours of play and gaming spend) and (Non Gaming parents aged 16+ 2,931 unweighted as no information exists on the age and sex profile of this group by region) Q38/NG8 As I am sure you know, DVDs and videos have age ratings applied to them. Are you aware of or have you heard of a European age ratings system for video games? Figure 48 Awareness of an Age Rating System for Video Games by New Console Users 70% 60% 56% 61% 60% A Sony PlayStation 3 User A Microsoft Xbox 360 User 6 56% 50% 40% 30% 20% 10% 0% All New Console Users A Nintendo Wii User Base: All Video Gamers Spring 2010 aged 16-49 (3,814 video gamers who use a PS3, Xbox 360 and Wii as main console) Q38 As I am sure you know, DVDs and videos have age ratings applied to them. Are you aware of or have you heard of a European age ratings system for video games? 5 Germany is not included in this figure as it has its own national and well established age classification system for video games, and therefore does not contribute to the total figures for all Europe. 6 Germany is not included in this figure as it has its own national and well established age classification system for video games. Page 57 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 While there is less awareness of the age rating scheme and of PEGI there is much higher recognition of the PEGI age rating labels, presumably helped by their consistency with other rating systems for films etc. Therefore there is a practical understanding of the system of rating even if there is less awareness of the details or management of the system Awareness is in most regions 15-20 percentage points lower among Non Gaming Parents than Gamers; the largest gaps are in Germany (31%) and North Eastern Europe (24%) Fewer Germans recognise the labels than people in any other region; this is because they are more likely to see their own national system New console users are more likely to be aware of the PEGI age ratings than other Gamers, 85% of PS3 and Xbox 360 users are aware of the PEGI age rating labels Figure 49 Recognition of the PEGI Age Rating Labels 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% 89% 77% 71% 64% 78% 74% 7 76% 71% 61% 59% 61% 58% 75% 69% 55% 59% 45% 28% Gamers Non Gamers Non Gamers Non Gamers Non Gamers Non Gamers Non Gamers Non Gamers Non Gamers Non Gaming Gaming Gaming Gaming Gaming Gaming Gaming Gaming Gaming Parents Parents Parents Parents Parents Parents Parents Parents Parents UK France Italy Spain/Portugal Rest of Western Europe Nordic Region North Eastern Europe All Europe Germany Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) and (Non Gaming parents aged 16+ 2,931 unweighted as no information exists on the age and sex profile of this group by region) Q40 Are you aware or have you ever seen the following symbols on games or games boxes? Figure 50 Recognition of the PEGI Age Rating Labels by New Console Users 100% 80% 80% 85% 85% A Sony PlayStation 3 User A Microsoft Xbox 360 User 79% 60% 40% 20% 0% All New Console Users A Nintendo Wii User Base: All Video Gamers Spring 2010 aged 16-49 (3,814 video gamers who use a PS3, Xbox 360 and Wii as main console) Q40 Are you aware or have you ever seen the following symbols on games or games boxes? Figure 51 PEGI Age Labels Presented in the Research NB. Portugal uses different age classifications and Portuguese respondents saw an adapted set of symbols 7 Although PEGI is not used in Germany, it still may appear on some of the packaging and is therefore included in this figure. Page 58 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 7.2 Value of the PEGI System 76% of Gamers and 89% of Non Gaming Parents who are aware of the system find the PEGI age rating system quite-extremely useful The difference is even more marked among those finding the system very/extremely useful (45%66%), reflecting the greater assistance it provides to those less familiar with the games It is a pattern consistent across every region Italians are keenest on the system New Console users tend to share the general view, that the PEGI system is useful Figure 52 The Usefulness of the Age Rating Symbols among those Who Recognise Them 100% 80% 60% 40% 3% 11% 8% 17% 6% 12% 3% 8% 21% 24% 33% 30% 28% 20% 30% 20% 23% 32% 34% 8% 14% 49% 28% 32% 20% 4% 12% 22% 27% 33% 23% 2% 8% 9% 14% 25% 30% 32% 19% 9% 37% 21% 8% 15% 3% 8% 13% 1% 6% 23% 16% 21% 29% 35% 31% 34% 31% 23% 30% 16% 5% 7% 25% 37% 0% Gamers 1% 6% 29% 29% 25% 28% 6% 15% 34% 35% 20% 2% 4% 15% 3% 12% 8 34% 34% 26% 23% 31% 19% 19% 25% 32% 36% 18% Non Gamers Non Gamers Non Gamers Non Gamers Non Gamers Non Gamers Non Gamers Non Gamers Non Gaming Gaming Gaming Gaming Gaming Gaming Gaming Gaming Gaming Parents Parents Parents Parents Parents Parents Parents Parents Parents UK France Italy Spain/Portugal Rest of Western Europe Extremely useful Very useful Nordic Region North Eastern Europe Quite useful All Europe Not very useful Germany Not at all useful Base: All Video Gamers Spring 2010 aged 16-49 who recognise the PEGI Age symbols (5,429 video gamers weighted by age, sex, hours of play and gaming spend) and (Non Gaming parents aged 16+ who recognise the PEGI Age 1,612 unweighted as no information exists on the age and sex profile of this group by region) Q41 To what degree would you say that these symbols are useful in deciding whether to buy a video game? NG11 - Thinking about your youngest child, to what degree would you say that these symbols are useful in deciding whether to buy a video game for your child? Figure 53 The Usefulness of the Age Rating Symbols among those Who Recognise Them by New Console Users 100% 10% 12% 9% 12% 13% 80% 15% 60% 32% 30% 25% 23% 20% 19% 18% 16% 19% All New Console Users A Sony PlayStation 3 User A Microsoft Xbox 360 User A Nintendo Wii User 18% 18% 33% 34% 40% 20% 0% Extremely useful Very useful Quite useful Not very useful 26% Not at all useful Base: All Video Gamers Spring 2010 aged 16-49 who recognise the PEGIA Age symbols (3,814 video gamers who use a PS3, Xbox 360 and Wii as main console) Q41 To what degree would you say that these symbols are useful in deciding whether to buy a video game? 8 Although PEGI is not used in Germany, it still may appear on some of the packaging and is therefore included in this figure. Page 59 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 7.3 Awareness and Understanding and Use of the PEGI Content Labels Averages awareness across all the labels is 34% for Gamers and 22% for Non Gaming Parents Violence (46%-27%), Sex (38%-29%) and Gambling (38%-25%) are the most recognised labels, which may in part reflect the use of the widely used symbols adopted rather than their specific use on games UK, Germany and the Nordics had the lowest awareness of the labels; Italy and North Eastern Europe the greatest awareness Figure 54 Awareness of the PEGI Content Symbols 50% 45% Gamers 46% 38% 40% 35% 29% 27% 30% Non Gaming Parents 38% 36% 25% 25% 35% 34% 30% 29% 25% 22% 20% 17% 20% 22% 16% 12% 15% 10% 5% 0% Violence Sex Gambling Nudity Language Drugs Fear Online Discrimination Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) and (Non Gaming parents aged 16+ 2,931 unweighted as no information exists on the age and sex profile of this group by region) Q47/NG14 Are you aware, or have you ever seen the following symbols? Figure 55 Awareness of the PEGI Content Symbols by Region 48% 50% 9 47% 45% 39% 40% 35% 30% 30% 27% 25% 20% 36% 35% 18% 15% 34% 30% 28% 26% 24% 22% 17% 15% 20% 9% 10% 5% 0% UK France Italy Spain/ Portugal Average Awareness Gamers Rest of Western Europe Nordic Region North Eastern Europe All Europe Germany Average Awareness Non Gaming Parents Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) and (Non Gaming parents aged 16+ 2,931 unweighted as no information exists on the age and sex profile of this group by region) Q47/NG14 Are you aware, or have you ever seen the following symbols? 9 Although PEGI is not used in Germany, it still may appear on some of the packaging and is therefore included in this figure. Page 60 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 Figure 56 Awareness of the PEGI Content Symbols by All New Console Users 50% 49% All New Console Users 45% 40% 40% 39% 37% 36% 35% 35% 32% 31% 30% 23% 25% 20% 15% 10% 5% 0% Violence Sex Gambling Nudity Language Drugs Fear Online Discrimination Base: All Video Gamers Spring 2010 aged 16-49 (3,814 video gamers who use a PS3, Xbox 360 and Wii as main console) Q47 Are you aware, or have you ever seen the following symbols? On average in 93% of cases Gamers aware of a symbol also claim to understand what a game carrying it would contain Non Gamers are almost as confident at 87% Both groups are least likely to be confident about „Nudity‟ (83% and 78%) Non Gamers are less confident about „Drugs‟ 80% and „Online‟ 83% Clearly the descriptive word on each label contributes to the understanding of its meaning Figure 57 Understanding of the PEGI Content Labels 45% 44% Gamers 40% 37% 36% 30% Non Gaming Parents 34% 35% 31% 30% 26% 25% 25% 22% 18% 20% 29% 27% 20% 20% 16% 15% 15% 17% 11% 10% 5% 0% Violence Sex Gambling Nudity Language Drugs Fear Online Discrimination Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) and (Non Gaming parents aged 16+ 2,931 unweighted as no information exists on the age and sex profile of this group by region) (Data is presented as base of all respondents though only those aware of each symbol were asked about their understanding of it. Q48/NG15 Do you understand what a game carrying these symbols would include? Figure 58 Understanding of the PEGI Content Labels by All New Console Users 50% 48% All New Console Users 45% 38% 40% 38% 35% 36% 32% 30% 30% 31% 29% 25% 21% 20% 15% 10% 5% 0% Violence Sex Gambling Nudity Language Drugs Fear Online Discrimination Base: All Video Gamers Spring 2010 aged 16-49 (3,814 video gamers who use a PS3, Xbox 360 and Wii as main console) Q48 Do you understand what a game carrying these symbols would include? Page 61 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 Figure 59 Understanding of the PEGI Content Labels by Region 43% 45% 43% 40% 36% 28% 32% 28% 23% 25% 20% 35% 33% 35% 30% 10 16% 15% 24% 22% 23% 19% 15% 13% 10% 18% 7% 5% 0% UK France Italy Spain/ Portugal Average Awareness Gamers Rest of Western Europe Nordic Region North Eastern Europe All Europe Germany Average Awareness Non Gaming Parents Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) and (Non Gaming parents aged 16+ 2,931 unweighted as no information exists on the age and sex profile of this group by region) (Data is presented as base of all respondents though only those aware of each symbol were asked about their understanding of it. Q48/NG15 Do you understand what a game carrying these symbols would include? 10 Although PEGI is not used in Germany, it still may appear on some of the packaging and is therefore included in this figure. Page 62 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 Although the vast majority of Gamers claimed they understood the symbols only 70% scored them as very or extremely clear The symbols perform equally well in all regions 58% of Gaming Parents and 59% of non Gaming Parents consider the labels are very/extremely useful in helping them to decide upon a games purchase The Nordic Region is least interested in the PEGI content labels (37% - 50%), Italians the most (62% - 71%) Figure 60 Clarity of the Symbols 100% 80% 60% 1% 3% 11% 12% 16% 3% 12% 18% 29% 11 3% 3% 10% 9% 6% 18% 21% 28% 4% 13% 21% 5% 3% 8% 10% 16% 18% 1% 5% Not at all clear 5 24% 3 4 2 31% 16% 28% 34% 41% 41% 38% Spain/ Portugal Rest of Western Europe Nordic Region Extremely clear 1 29% 32% 37% 40% 20% 55% 43% 39% UK France 33% 41% 33% 0% Italy North Eastern Europe All Europe Germany Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) Q49 Thinking about whether it is clear what these symbols mean, on a scale of 1-5 where 1 is extremely clear and 5 is not clear at all, how clear is the meaning of these symbols? 11 Figure 61 Usefulness of Symbols in Deciding on a Game Purchase 100% 80% 3% 4% 3% 3% 2% 4% 7% 8% 7% 9% 32% 30% 28% 26% 29% 60% 40% 32% 39% 38% 33% 1% 8% 3% 6% 21% 32% 4% 2% 4% 8% 5% 8% 26% 8% 10% 16% 39% 33% 34% 26% 21% 22% 31% 32% 40% 20% 29% 31% 3% 7% 8% 27% 31% 32% 33% 28% 5% 9% 42% 18% 20% 2% 22% 26% 41% 30% 28% 29% 6% 19% 34% 33% 17% 25% 28% 35% 23% 5% 5% 12% 8% 13% 12% 27% 32% 27% 34% 29% 21% 32% 24% 20% 0% Gaming Non Gaming Non Gaming Non Gaming Non Gaming Non Gaming Non Gaming Non Gaming Non Gaming Non Parents Gaming Parents Gaming Parents Gaming Parents Gaming Parents Gaming Parents Gaming Parents Gaming Parents Gaming Parents Gaming Parents Parents Parents Parents Parents Parents Parents Parents Parents UK France Italy Spain/Portugal Rest of Western Europe Extremely useful Very useful Nordic Region North Eastern Europe Quite useful All Europe Not very useful Germany Not at all useful Base: All Parents, Spring 2010, (Gaming Parents aged 16-49- 2,253, weighted by age, sex, hours of play and gaming spend) and (Non Gaming parents aged 16+ 2,931 unweighted as no information exists on the age and sex profile of this group by region) Q50/NG16 To what degree would you say that these symbols are useful in deciding whether to buy a video game for your children? 11 & 10 Although PEGI is not used in Germany, it still may appear on some of the packaging and is therefore included in this figure. Page 63 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 8 Section 8 The Socio-Demographics of Video Gaming Behaviour Page 64 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 This section incorporates additional insight into Gamer behaviour based on an analysis of age, sex, and system ownership. Only those tables that add additional understanding have been included. 8.1 System Use Females show a higher profile of users on the DS/DS Lite/DSi and the Wii than males Female users of the DS is more than double the number of males at a ratio of 5:2 All of the Sony platforms show a higher profile of Male users than female PS3 has a male to female user ratio of 3:1 Xbox 360 also shows a strongly male profile (5% of males are users and 3% of females) Phones and the PC are evenly split by gender Figure 62 Reported Use of Main System: Europe, By Gender 50% 50% 48% Male Female 40% 30% 18% 20% 10% 0% 0% 0% 5% 3% PS1 PS2 11% 10% 6% 2% 2% 1% 0% 0% PS3 PSP/ PSP Go Xbox 5% 3% 0% 0% Xbox 360 4% 4% 3% 2% 0% 0% Game DS/ DS Game Boy Lite/DSi Cube Ad/SP 10%10% Wii iPhone Other Phone 1% Smart Phone PC Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) Q4 Have you played a video or computer game in the last 6 months on any of the following games systems? Q5 Which of these game systems do you use most often? Figure 63 Handheld Gaming Activity By Age and Gender 60% 50% 51% 46% 43% 40% 33% 30% 26% 29% 29% 22% 19% 20% 17% 15% 16% 17% 10% 10% 15% 15% 15% 9% 14% 14% 19% 11% 8% 18% 13% 11% 10% 7% 0% Male Female PC Gamer 16-19 Handheld Gamer 20-24 25-29 Console Gamer 30-39 40-49 Phone Gamer Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) Q22 Do you play games on a portable device such as a mobile phone, PDA, Nintendo DS or Sony PSP? Page 65 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 Males and Younger Gamers are more likely to spend longer gaming and buy more games Handheld gamers buy more games, phone gamers the least games Female Gamers are much less likely to buy discounted games Figure 64 Reported Hours of Play: Europe by Age, Gender and System 100% 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% 5% 4% 9% 12% 6% 12% 9% 6% 11% 9% 6% 12% 6% 5% 10% 6% 4% 11% 38% 43% 40% 51% 48% 38% 31% 32% 33% 28% 31% Female 16-19 20-24 25-29 30-39 40-49 10% 6% 13% 45% 45% 26% Male no hours 1-5 hours 6-10 hours 10% 7% 13% 47% 22% 9% 5% 12% 9% 6% 13% 8% 5% 11% 45% 44% 45% 28% 28% 31% Console Gamer Phone Gamer PC Gamer 11-15 hours Handheld Gamer 16+ hours Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) Q6 Thinking now about your use of video games, on average, how many hours per week have your spent playing video games over the last 3 months? (Include both online and off line play.) (Sense checks were included and where gamers found difficulty in answering this question they were asked to estimate play in time bands.) Figure 65 Numbers of Video Games Purchased: Europe by Age, Gender and System 100% 90% 2% 7% 4% 8% 4% 7% 4% 9% 4% 9% 3% 7% 4% 7% 4% 9% 80% 70% 60% 42% 50% 49% 46% 47% 47% 43% 6% 11% 4% 8% 43% 49% 50% 50% 5% 9% 51% 40% 30% 20% 46% 35% 36% 38% 38% 41% 16-19 20-24 25-29 30-39 43% 34% 10% 27% 31% 41% 0% Male Female No games 1-3 games 4-6 games 7-10 games 40-49 PC Gamer Handheld Console Phone Gamer Gamer Gamer 16-20 games more than 20 games 11-15 games Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) Q9 How many games have you bought for yourself, or been given in the last 12 months? (Include online games.) (Options: second hand, discounted from full price, new full price.) Figure 66 Type of Video Game Purchase by Age, Gender and System 3.5 3.0 1.3 2.5 2.0 0.9 1.5 1.0 0.5 0.8 1.0 0.7 1.0 0.7 0.7 0.7 0.5 0.7 0.7 Female 16-19 20-24 0.5 0.7 0.0 Male Second hand 1.0 1.0 0.8 0.8 0.7 0.6 0.7 0.6 0.5 0.6 25-29 30-39 40-49 Discounted from full price 0.9 1.0 0.8 0.8 0.8 PC Gamer New full price 0.7 1.0 0.8 0.7 Handheld Gamer Console Gamer Phone Gamer Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) Q9 How many games have you bought for yourself, or been given in the last 12 months? (Include online games.) (Options: second hand, discounted from full price, new full price.) Page 66 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 8.2 Attitudes and Motivations for Video Gaming Similar proportions of both genders emphasise the same main reasons for gaming though there is greater diversity in the secondary reasons for playing. Males are more interested in: – passing the time (35% main - 27% other) – the challenge of the game (24% - 14%) – playing with others (14% - 7%) Females give fewer secondary reasons but are slightly more likely to emphasise „relaxation/destressing‟ Older gamers are also likely to place more emphasis on de-stressing – whereas younger gamers want to fill the time when they are bored More Committed gamers are more likely to emphasise positive game aspects, „its fun‟ or „it‟s exciting‟, whereas less committed gamers emphasise non gaming motivations like „filling time‟ or „playing with friends‟ Reasons for not gaming also vary little by gender: – Males are more likely to say they „lack the time to game‟ (43% main - 39% other) – Females that games are too violent (9% - 5%) Females give more ideas about what would encourage them to game, but the priorities are similar to Males. Females want games that: – „stimulate their imagination‟ (36% - 29%) – „play for short periods of time‟ (30% - 25%) – „look easy or fun‟ (26% - 19%) – „pick up and play easily‟ (22% - 16%) Figure 67 Motivations for Playing Video Games by Gender 53% 23% It's fun 53% 26% 56% 24% To relax/de-stress 22% When I'm bored/ to pass time 27% 28% 25% 25% 3% 14% 6% For the challenge of the game 2% 1% 7% 7% To play/socialise with other people in person 6% It's exciting 2% I learn new things 1% 16% Female Main Reason 16% Male Other Reasons Male Main Reason 14% 11% 13% 3% 11% 9% 1% 5% To make good use of spare time Female Other Reasons 24% 6% To use my imagination 35% 22% 2% To play/socialise with other people online 51% 9% 9% 6% 0% 10% 20% 30% 40% 50% 60% Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) Q11 What is the main reason you play video games? Q12 What other reasons do you play video games for? Page 67 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 Figure 68 Motivations for Playing Video Games by Gamer Commitment I learn new things Committed Magpies Loyalists Dabblers Marginals Intermittant To make good use of spare time To play/socialise with other people online To play/socialise with other people in person To use my imagination It's exciting For the challenge of the game When I'm bored/ to pass time To relax/de-stress It's fun 0% 5% 10% 15% 20% 25% 30% 35% 40% Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) Q11 What is the main reason you play video games? Q12 What other reasons do you play video games for? Figure 69 Reasons for not Playing Video Games Amongst Non Gamers 30% I don't have the time 35% 15% I find video games boring 16% 11% Video games are too expensive 11% 9% 9% 10% 9% 12% 9% 9% 7% 10% 9% 9% 5% Video games are for children I find video games too complicated/difficult to play Video games are too violent 0% 10% 43% 22% 24% 20% 17% Female Other Reasons Female Main Reason Male Other Reasons Male Main Reason 20% 30% Base: All Non Gamers Spring 2010 aged 16-60 (1,599 video gamers weighted by age and sex) NG1 What is the main reason why you don‟t play video games? Page 68 39% Copyright © Interactive Software Federation of Europe 40% 50% Video Gamers in Europe Spring 2010 Figure 70 Motivations to Encourage Non Gamers to Play Video Games 36% Being able to play games that stimulate my imagination/ make me think 29% 30% A game that can be played for short periods of time 25% 24% 24% A game that doesn't take a lot of time to complete 25% 23% If the cost of video games were lower 26% A game that looks easy or fun 19% Female 22% A game that I can really pick up and play easily 17% Being able to play games that keep me physically active 13% 14% 11% Being able to play with friends other people 8% 10% A game that gives me the chance to do things I cannot do in real life 4% 4% Being able to play with my children 0% 5% 10% 15% 20% 25% Base: All Non Gamers Spring 2010 aged 16-60 (1,599 video gamers weighted by age and sex) NG3 What would make you more interested in playing video games? Page 69 Male 16% Copyright © Interactive Software Federation of Europe 30% 35% 40% Video Gamers in Europe Spring 2010 8.3 Video Games in the Family Gamers that spend the most time gaming (Committed and Loyalist) also spend the most time playing games with their children (79% and 76%) Female Non Gaming Parents are the group least likely to buy their children‟s games; in contrast Female Gamers are the group most likely to always buy their children‟s games Females are more likely to „always‟ monitor the games their child plays Whether parents are Gamers or Non Gamers, attitudes towards monitoring a child playing games is near identical Approximately 80% of Parents monitor games played by 4-7 year olds, this drops as the age of the child gets older; 50% (Gamer Parents) and 37% (Non Gaming Parents) monitor games played by their children aged 16-17 Gamer Parents are clearly more aware of the content that can appear in games and therefore are more likely to monitor to an older age than Non Gaming parents Figure 71 Proportion of Gaming Parents Who Play Games With Their Children – By Gamer Commitment Index 80% I play video games with my child 70% 60% 50% 40% 30% 20% 79% 76% 61% 58% 48% 48% Intermittent Marginals 58% 10% 0% Dabblers Loyalists Magpies Committed All Gaming Parents Base: All Gamers who are also Parents, Spring 2010, aged 16-49 (2,253 gamers, weighted by age, sex, hours of play and gaming spend) Q30 Do you ever play video games with your child/ children? Figure 72 Proportion of Occasions When Parents Buy their Children‟s Games – By Gender 100% 90% 80% Never 31% 39% Rarely 30% 45% 70% 60% 50% 40% 25% 26% 30% 20% 10% 0% Most of the time 15% 18% 21% 15% Always 26% 21% 15% 19% 10% 10% 5% 14% 10% 6% Gamer Parent Non Gamer Parent Gamer Parent Non Gamer Parent Male Sometimes Female Base: All Parents, Spring 2010, (Gaming Parents aged 16-49- 2,253, weighted by age, sex, hours of play and gaming spend) and (Non Gaming parents aged 16+ 2,931 unweighted as no information exists on the age and sex profile of this group by region) Q33/NG5 Thinking about your youngest child, do you buy this child‟s games? Page 70 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 Figure 73 Proportion of Occasions Children are Present When their Parents Buy their Children‟s Games – By Gender 100% 8% 12% 90% 80% 21% 70% 17% 40% 11% 30% 20% 6% 9% 16% 25% 14% Never Rarely Sometimes Most of the time Always Don"t buy Games for children 16% 22% 13% 11% 11% 39% 31% 10% 4% 8% 15% 60% 50% 7% 10% 45% 30% 0% Gamer Parent Non Gamer Parent Gamer Parent Male Non Gamer Parent Female Base: All Parents, Spring 2010, (Gaming Parents aged 16-49- 2,253, weighted by age, sex, hours of play and gaming spend) and (Non Gaming parents aged 16+ 2,931 unweighted as no information exists on the age and sex profile of this group by region) Q34/NG6 When you buy games for your child is your child present? Figure 74 Proportion of Occasions When Parents Monitor the Games Their Children are Playing – By Gender 100% 14% 5% 14% 90% 80% 70% 14% 2% 8% 18% 10% 6% 11% 25% 17% 60% 21% 26% 50% Never Rarely Sometimes Most of the time Always 16% 22% 40% 30% 52% 42% 20% 47% 33% 10% 0% Gamer Parent Non Gamer Parent Gamer Parent Male Non Gamer Parent Female Base: All Parents, Spring 2010, (Gaming Parents aged 16-49- 2,253, weighted by age, sex, hours of play and gaming spend) and (Non Gaming parents aged 16+ 2,931 unweighted as no information exists on the age and sex profile of this group by region) Q35/NG7 Do you monitor what video games your children are playing? Figure 75 Proportion of Occasions When Parents Monitor the Games Their Children are Playing – By Age of Youngest Child 100% 90% 80% 70% 60% 50% 27% 2% 8% 15% 28% 3% 6% 11% 6% 2% 6% 25% 12% 5% 9% 18% 3% 3% 14% 5% 8% 18% 20% 48% 53% 10% 14% 36% 25% 12% 22% 24% 31% 61% 22% 9% 39% 40% 30% 5% 8% 18% Never Rarely Sometimes Most of the time Always 21% 32% 29% 56% 42% 38% 10% 22% 29% 27% 21% 15% 0% Gamer Parent Non Gamer Parent Child aged 0-3 Gamer Parent Non Gamer Parent Child aged 4-7 Gamer Parent Non Gamer Parent Child aged 8-12 Gamer Parent Non Gamer Parent Child aged 13-15 Gamer Parent Non Gamer Parent Child aged 16-17 Base: All Parents, Spring 2010, (Gaming Parents aged 16-49- 2,253, weighted by age, sex, hours of play and gaming spend) and (Non Gaming parents aged 16+ 2,931 unweighted as no information exists on the age and sex profile of this group by region) Q35/NG8 Do you monitor what video games your children are playing? Page 71 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 8.4 Video Gamers Broader Activities and Interests Generally there is little to distinguish between Gamers in their other Leisure interests Females are more likely to prefer shopping more, Males more likely to prefer sports and exercise More dedicated gamers are also more interested in other entertainment like the movies, or going out for a dance or to a gig etc (though the differences are not large, they clearly disprove the view that Committed Gamers as a group focus only on gaming) Differences are even not large by age; older Gamers are more likely to like museums/theatre etc, eating out and shopping, younger gamers dancing and the movies Figure 76 Leisure Activities Gamers Enjoy Most - Gamer Commitment Index Chat or spend time with friends Go out to eat Go shopping or go out to shopping malls Go out to a cafe, pub or bar Play sports or exercise outdoors Go to the movies Play sports or exercise at a health centre Committed Loyalists Magpies Dabblers Marginals Intermittant Go to a party or go out dancing Go to a concert or a gig Go to a museum, art gallery or the theatre 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% Figure 77 Leisure Activities Gamers Enjoy Most - Age Go to a museum, art gallery or the theatre Go to a concert or a gig Play sports or exercise at a health centre Play sports or exercise outdoors 40-49 Go to a party or go out dancing 30-39 Go out to eat 25-29 Go out to a cafe, pub or bar 16-19 20-24 Go to the movies Go shopping or go out to shopping malls Chat or spend time with friends 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% Base: All Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) Q36 If you had a few hours of spare time, what sort of leisure or entertainment-related activities do you usually do at least once a month, place each activity according to your preferences – Things I do/ Things I don‟t do? Q36a Please rank in order of preference, your three favourite activities. Page 72 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 8.5 Online Gaming 16-19 year olds are most likely to play online (83% have played at least one type of online game in the last 3 months) 24% of Males are playing paid online games in comparison to 12% of Females PC gamers show the highest level of gaming activity by system user types Handheld gamers are the most active on paid for online games; this is likely due to multiple ownership of different systems and using other systems like the PC to play paid for online games Puzzle games are the most popular type of online games for females and ages 40-49 Figure 78 Online Gaming Activity by Age, Gender and System 90% 80% 70% 83% 81% 73% 70% 83% 81% 71% 69% 67% 65% 69% 65% 68% 65% 77% 74% 73% 70% 66% 63% 77% 75% 60% 50% 40% 30% 24% 24% 20% 24% 22% 23% 22% 23% 15% 15% 12% 26% 10% 0% Male Female 16-19 20-24 25-29 Paid for Online Games 30-39 40-49 PC Gamer Free Online Games Handheld Gamer Console Gamer Phone Gamer Any Online Games Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) Q14 What kind of online or WiFi games have you played in the last 3 months (if any)? Figure 79 Online Gaming – Genre of Online Games played by Age, Gender and System Male 31% 35% Female 51% 48% 54% 54% 44% 16-19 61% 32% 20-24 52% 51% 29% 25-29 45% 29% 30-39 50% 48% Handheld Gamer 48% 30% 0% 48% 27% Phone Gamer 48% 29% 10% 20% 73% 45% 28% Console Gamer 61% 38% 17% PC Gamer 59% 63% 60% 38% 24% 40-49 75% 57% 18% 30% 40% 50% 60% 58% 59% 57% 57% 55% 59% 58% 60% 70% Action/Sport/Strategy/Role Play Puzzle/Board/Game Show/Trivia/Card Mini Games/Shockwave/Flash/Browser Based Massively Multiplayer Online Games 80% Base: All Video Gamers who play online Spring 2010 aged 16-49 (4,748 video gamers weighted by age, sex, hours of play and gaming spend) Q15 What kind of games do you play online? Page 73 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 8.6 Awareness and Perceptions of PEGI Male Gamers (58%) are more aware of an age rating system for video games than Female Gamers (51%) Awareness of an age rating system for video games decreases with age among Gamers but increases among non gamers Awareness of the PEGI age rating system and recognition of the age labels is highest amongst Gamers aged 16-19 (38% and 86%) Awareness of the PEGI age rating system is higher among Male Gamers (31%) than Female Gamers (21%) Close to 50% of Non Gaming Parents aged 20-29 find the age rating system extremely useful Very few find the age rating system “not useful at all”, however more Gamers find it not useful, than Non Gaming Parents Figure 80 Awareness of any Age Rating System for Video Games by Gamers/Non Gaming Parents, Age and Gender 70% 60% 62% 58% 48% 50% 51% 57% 48% 55% 41% 45% 50% 53% 44% 50% 50% 40% 30% 20% Not asked 10% 0% Gamers Non Gamers Non Gamers Non Gamers Non Gamers Non Gamers Non Gamers Non Gamers Non Gaming Gaming Gaming Gaming Gaming Gaming Gaming Gaming Parents Parents Parents Parents Parents Parents Parents Parents Male Female 16-19 20-24 25-29 30-39 40-49 50+ Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) and (Non Gaming parents aged 16+ 2,931 unweighted as no information exists on the age and sex profile of this group by region) Q38/NG8 As I am sure you know, DVDs and videos have age ratings applied to them. Are you aware of or have you heard of a European age ratings system for video games? Page 74 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 Figure 81 Recognition of the PEGI Age Rating Symbols by Gamers/Non Gaming Parents, Age and Gender 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% 86% 76% 80% 73% 70% 62% 57% 53% Gamers 78% 64% 55% 56% 54% 54% Non Gamers Non Gamers Non Gamers Non Gamers Non Gamers Non Gamers Non Gamers Non Gaming Gaming Gaming Gaming Gaming Gaming Gaming Gaming Parents Parents Parents Parents Parents Parents Parents Parents Male Female 16-19 20-24 25-29 30-39 40-49 50+ Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) and (Non Gaming parents aged 16+ 2,931 unweighted as no information exists on the age and sex profile of this group by region) Q40/NG10 Are you aware or have you ever seen the following symbols on games or games boxes? Figure 82 The Usefulness of the Age Rating Symbols among those Who Recognise Them 100% 80% 60% 3% 10% 11% 15% 4% 14% 3% 6% 22% 24% 11% 14% 20% 21% 32% 31% 37% 40% 25% 20% 32% 22% Non Gaming Parents Gamers 37% 0% Gamers Male 11% 22% 29% 26% 18% 33% 29% 0% 17% Non Gaming Parents 23% 22% 12% 15% Gamers Female Extremely useful Non Gaming Parents Gamers 16-19 50% 9% 0% 4% 14% 22% 32% 25% 24% Gamers 20-24 Very useful 32% 23% Non Gaming Parents 5% 7% 3% 10% 4% 10% 30% 27% 28% 32% 33% 35% 27% 27% 23% Gamers Non Gaming Parents 36% 49% 25-29 Quite useful 4% 5% 16% 29% 21% Non Gaming Parents 4% 12% Gamers 40% Non Gaming Parents 30-39 Not very useful 40-49 Gamers Non Gaming Parents 50+ Not at all useful Base: All Video Gamers Spring 2010 aged 16-49 who recognise the PEGI Age symbols (5,429 video gamers weighted by age, sex, hours of play and gaming spend) and (Non Gaming parents aged 16+ who recognise the PEGI Age 1,612 unweighted as no information exists on the age and sex profile of this group by region) Q41/NG11 To what degree would you say that these symbols are useful in deciding whether to buy a video game? Page 75 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 Awareness of the violence is highest amongst both Males and Females Both Gaming and Non Gaming Parents are most aware of the symbol for sex Figure 83 Awareness of PEGI Symbols by Gamers/Non Gaming Parents and Gender 48% 50% 42% 40% 37% 32% 32% 30% 20% 39% 37% 16% 18% 29% 25% 28% 28% 25% 24% 41% 37% 39% 34% 34% 22% 21% 19% 19% 16% 16% 31% 30% 27% 26% 25% 24% 22%23% 12% 12% 10% 0% Language Fear Drugs Male Gamers Violence Female Gamers Gambling Discrimination Male Non gaming Parents Sex Online Nudity Female Non gaming Parents Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) and (Non Gaming parents aged 16+ 2,931 unweighted as no information exists on the age and sex profile of this group by region) Q47/NG14 Are you aware, or have you ever seen the following symbols? Page 76 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 Page 77 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 9 Section 9: Demographic Info Page 78 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 Figure 84 Profiling Gamers: Income 60% 50% 40% 30% 20% 10% 0% UK France Germany Below Average Italy Spain/ Portugal Average Rest of Western Europe Nordic Region North Eastern Europe Above Average Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) Q51 In which of the following brackets does your annual household income (before taxes) fall? Average calculated for each country Figure 85 Profiling Gamers: Education 35% 30% 25% 20% 15% 10% 5% 0% UK France Germany Italy Have not completed school/still in school School qualification Uncompleted university education Post graduate study Spain/ Portugal Rest of Nordic Western Region Europe Left school with no qualifications Advanced school qualification Graduate Prefer not to say North Eastern Europe Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) Q52 What was the last level of education you completed? Page 79 Copyright © Interactive Software Federation of Europe Video Gamers in Europe Spring 2010 Figure 86 Profiling Gamers: Occupation 35% 30% 25% 20% 15% 10% 5% 0% UK France Students (full time/part time) Administrative/public workers Unemployed Management Freelance Housewife (part time employed) Germany Italy Spain/ Portugal Rest of Western Europe Nordic Region North Eastern Europe Specialist/technician (lawyer, nurse, doctor, pharmacist) Services (trading, bank, insurance) Sales related Entrepreneur Housewife (not employed) Other Base: All Video Gamers Spring 2010 aged 16-49 (6,629 video gamers weighted by age, sex, hours of play and gaming spend) Q53 What is your current occupation? Page 80 Copyright © Interactive Software Federation of Europe
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