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We’ll see who is buying games and what’s their favorite way to buy a new one.
2018 marked an impressive 10.9% increase from the previous year.
In the US alone, the total consumer spending in the video game industry was at $36 billion in 2017. Its biggest share – $29.1 billion – was spent on content. In addition, $4.7 billion went for hardware and another $2.2 billion – for accessories, including VR. Watching a show or a movie on a streaming platform is not enough – gamers want to be in the action.
(Source: ESA)
This is a bit higher than the average gamer’s age, which is 34.
Further examination reveals that men are more willing to buy games – as 64% of the most frequent game purchasers are male.
(Source: Earnest)
In a survey by Earnest, where they analyzed data provided by thousands of applicants for student loan refinancing, 16.3% of the aged 18-24 stated they had spent money on games. They were followed by those aged 25-27 with 14.0%, and 28-30 years old with 12.2%.
The group spending the least on games was of those aged 35-40 with 8.6%. Funnily enough, there was a rise in the percentage for people over 40 – 9.4%. The cause could be parents buying games for their children.
(Source: Earnest)
If divided by education level, the biggest group of game purchasers is that of people with a High School Diploma – 18.5%. Next are people with Associate Degree (16.9%), followed by those with a Bachelor’s one (14.7%).
The general correlation is that people with advanced degrees are less likely to make a game-related purchase.
(Source: ESA)
63% of interviewees say price is an important factor to them. Finally, 61% find value in a game with a good story.
Other factors influencing the purchase of a game include “being a part of favorite series” (51% say it’s important) or its “online gameplay compatibility” (50%).
Fun fact: 42% of gamers purchase games without trying them, compared to 30% who first download a trial or a demo version.
(Source: ESA)
This includes subscriptions, full games, add-on content, mobile apps, and social network games. The number refers to all content purchases in US for 2017.
To put this in perspective, in 2010 only 31% of all sales were in digital format.
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