Gender of Computer and Video Game Players



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Stat Data / Info Details
75% of connected-console households, more than 110 mln, will use console-based video se... See Full Stat Info
These companies provided over $1.8 million in direct and indirect compensation to Calif... See Full Stat Info
190 million households will use a next-generation video game console in 2012 See Full Stat Info
Computer and Video Game Dollar Sales (2006 and 2007): $7.4 billion (2006), $9.5 billio... See Full Stat Info
The average salary for direct employees is $92,300, resulting in total national compens... See Full Stat Info
The entertainment software industry stimulates complementary product purchases of rough... See Full Stat Info
65% of parents place time limits on movie viewing. See Full Stat Info
Computer and video game companies directly and indirectly employ more than 80,000 peopl... See Full Stat Info
The entertainment software industry sold over 13.4 million portable game units in 2007,... See Full Stat Info
36% of heads of households report they play games on wireless devices such as a cell ph... See Full Stat Info
41% of Americans have purchased or plan to purchase one or more games in 2008 See Full Stat Info
The average age of the most frequent game purchaser is 40 years old. See Full Stat Info
There was a record $2.0 billion in portable software sales with 77.5 million units sold. See Full Stat Info
Forty percent of all game players are women. In fact, women over the age of 18 represen... See Full Stat Info
Computer Game UNIT Sales (2006 and 2007): 39.7 million (2006), 36.4 million (2007) See Full Stat Info
U.S. Computer and Video Game UNIT Sales (1996-2007): 73.8 million (1996), 108.8 millio... See Full Stat Info
72% (It?s Fun For The Entire Family), 71% (Because They?re Asked To), 66% (It?s A Good ... See Full Stat Info
Computer Game DOLLAR Sales (2006 and 2007): $0.98 billion (2006), $0.91 billion (2007) See Full Stat Info
As for VR content, Deloitte Global expects most revenue generated to come from games sa... See Full Stat Info
Eighty-five percent of all games sold in 2007 were rated "E" for Everyone, "T" for Teen... See Full Stat Info
By 2009, it is projected that the industry will support over a quarter of a million Ame... See Full Stat Info
In 2006, the entertainment software industry's value added to U.S. Gross Domestic Produ... See Full Stat Info
63% of parents believe games are a positive part of their children?s lives. See Full Stat Info
Computer and video game companies directly and indirectly employ more than 80,000 people See Full Stat Info
75% of parents believe that the parental controls available in all new video game conso... See Full Stat Info
Boys age 17 or younger (18%) See Full Stat Info


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