Amount of complimentary product purchases stimulated by the entertainment software industry each year



Stat: The entertainment software industry stimulates complementary product purchases of roughly $6.1 billion a year.

Stat Categories: Video Game Industry Stats

Tags: entertainment software industry

Years: Unknown

Stat Source: Entertainment Software Association (ESA)

Publisher (site that mentioned this stat): Entertainment Software Association (ESA)

Submitted By: Michael Raeford

Related Categories: None


Share on:

Related Stats / Figures


Stat Data / Info Details
72% (It?s Fun For The Entire Family), 71% (Because They?re Asked To), 66% (It?s A Good ... See Full Stat Info
Game console software sales totaled $6.6 billion with 153.9 million units sold; See Full Stat Info
For the four-year period 2002-06, direct employment for the industry grew at an annual ... See Full Stat Info
1.(WORLD OF WARCRAFT: BURNING CRUSADE EXPANSION PACK), 2. (WORLD OF WARCRAFT) 3. (THE S... See Full Stat Info
The entertainment software industry stimulates complementary product purchases of rough... See Full Stat Info
80% of an expected 190 million households, 148 million households, with next generatio... See Full Stat Info
Computer and video game companies directly and indirectly employ more than 80,000 people See Full Stat Info
71% of parents place time limits on television viewing. See Full Stat Info
Halo 3, the best-selling title of 2007, took in more revenue in its first day of sales ... See Full Stat Info
75% of parents believe that the parental controls available in all new video game conso... See Full Stat Info
83% of the time children receive their parents permission before purchasing or renting ... See Full Stat Info
These companies provided over $1.8 million in direct and indirect compensation to Calif... See Full Stat Info
33.9% (Strategy), 5.0% (Adventure), 14.3% (Family), 18.8% (Role Playing), 11.6% (Shoote... See Full Stat Info
1.(Halo 3), 2. (Wii Play With Remote) 3. (Call Of Duty 4: Modern Warfare) 4. (Guitar He... 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
Video Game UNIT Sales (2006 and 2007): 201.8 million (2006), 231.5 million (2007) See Full Stat Info
42% of total gaming industry revenues come from digital sales in 2011. See Full Stat Info
The average game player is 35 years old and has been playing games for 13 years. See Full Stat Info
Parents report always or sometimes monitoring the games their children play 88% of the ... See Full Stat Info
Women age 18 or older represent a significantly greater portion of the game-playing pop... 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
As for VR content, Deloitte Global expects most revenue generated to come from games sa... See Full Stat Info
38% of homes in America have a video game console See Full Stat Info
The average age of the most frequent game purchaser is 40 years old. See Full Stat Info
California is the largest employer of computer and video game personnel in the nation, ... See Full Stat Info
Growth ? From 2003 to 2006, the entertainment software industry's annual growth rate ex... See Full Stat Info


News / Press / Blogs Mentioning This Stat


There are no news articles listed.

Market Research Reports Mentioning / Related to this Stat / Figure


There are no reports listed.

Comment on this Stat


Edit | Back