By
Debra KaufmanDecember 7, 2020
A comprehensive report from the Entertainment Software Association (ESA) reveals that the game industry created direct economic output of $409.9 billion in 2019 as well as direct employment of 143,045 people. Further, gaming generated total income of $35.28 billion including $17.37 billion in direct compensation to workers in the video game industry. In indirect support, the game industry contributed $90.3 billion. All these figures are predicted to grow in 2020, due to the rise of gaming during the COVID-19 shutdowns. Continue reading ESA Report Details Ongoing Growth of Video Game Industry
By
Emily WilsonMay 13, 2019
According to “2019 Essential Facts About the Computer and Video Game Industry,” a new annual report from gaming industry trade group Entertainment Software Association, about 65 percent of adults now play video games in the United States. That adds up to more than 164 million people, and each year, the total grows. The report also indicates that three-fourths of U.S. adults have at least one gaming player at home, while 93 percent of those households own a smartphone on which half of them play video games.
Continue reading Growing Number of U.S. Adults Now Playing Video Games
By
Debra KaufmanApril 8, 2019
Over 150 million people are playing video games in the U.S., according to the Entertainment Software Association, and by mid-2018, games brought in more revenue than movies and music combined. So it’s no surprise that there is an increasing amount of cross-pollination between games and movies. At NAB 2019, 30 Ninjas partner Lewis Smithingham moderated a conversation among a group of game executives on the evolution of game engines and how they are becoming a more common tool for today’s film and television production. Continue reading Game Execs on Real-Time Engines for Film & TV Production
By
Debra KaufmanJuly 6, 2017
A paper from economists Erik Hurst, Mark Aguiar, Mark Bils and Kerwin Charles at the National Bureau of Economic Research posits that video games are the reason that younger men are working fewer hours. The idea first gained attention last year when Hurst’s graduation speech at the University of Chicago revealed some preliminary findings. That report, says Hurst, is now ready for public consumption. Among the findings was that, by 2015, American men ages 31 to 55 worked 163 fewer hours a year than the same age group in 2000. Continue reading Some Men Are Working Less and Playing More Video Games
By
Debra KaufmanJune 10, 2016
When the Electronic Entertainment Expo (E3) opens its doors in Los Angeles next week, some familiar game publishers will be missing for the first time. Electronic Arts has opted to hold its own mini-expo, Activision did not take a booth this year, and Disney is exiting the video game publishing business. That’s big news for E3, the industry’s premiere trade show that draws 50,000 video game industry members and historically has been the site of major title unveilings and celebrity appearances. Some ask whether E3 might be losing its luster. Continue reading E3 Loses Exhibitors as Publishers and Gamers Connect Online
By
Marlena HallerAugust 26, 2014
The adult female gaming demographic now doubles the under-18 male gaming demographic, according to The Entertainment Software Association’s annual sales, demographics and usage data report. While 17 percent of video game users are males under the age of 18, women over the age of 18 now account for 36 percent. In total, males account for 52 percent of the total gaming population, a three percent drop from last year. However, there has also been a 32 percent increase in female gamers over 50 years old. Continue reading Gaming Trend: Adult Women Steal Lead from Under-18 Males