It’s February! In 2017 that means that we get six more weeks of winter AND your yearly dose of video game statistics and trends. We’re taking a look at major events and shifts in the gaming industry and considering the current state of gaming. Take a peak, or stay for a week! All statistics are thoroughly researched. See sources at the bottom of the page for more info.
Check out the interactive map below to see the current state of game revenue. The biggest standout stat is that China outstripped the US in revenue in 2016 by almost a billion dollars.
Overview: Who is Playing?
The average age of gamers: 35
The average age of game purchasers: 38
Households that own a device used for playing video games: 65%
Households that own a device exclusively for playing video games: 48%
The average number of years gamers have been playing: 13
The average age of gamers held steady this year, indicating that more up and coming gamers are joining in as us older gamers gained another year on our birthdays. The average number of years gamers have been playing also held steady this year. Is this an indication that some gamers are aging out just a bit?
What are people playing?
Gamers who play social games: 48%
Devices the most frequent gamers are playing on:
PC: 56%, dedicated game console: 53%, smartphone: 36%, wireless device: 31%, dedicated handheld system: 17%
Playing Video Games as a social outlet
54% of the most frequent gamers play with others
53% of the most frequent game players feel video games help them connect with friends
42% of the most frequent game players feel video games help them spend time with family
Hours per week spent playing with others online: 6.5
Hours per week spent playing with others in person: 4.5
Who are they playing with?
21% Family members
Gender in Gaming
Male gamers: 59%
Female gamers: 41%
However, once again the number of women gamers over 18 years old tops the number of male gamers under 18.
Women over 18: 31%
Males under 18: 17%
There are also just as many women playing video games over the age of 35 as under (split 50/50).
60% of video game purchasers are men
40% of video game purchasers are women
Check out the interactive infographic below to view the trends of gender in gaming over the years! peach = female gamers. Gray = male gamers
These numbers can certainly vary per study, but it does look like the number of female serious gamers are on a downward trend. The last time we checked in females were closer to 45%-48% of gamers. We can speculate as to why this is. Perhaps females are less fond of the emergence of the eSports trend. Perhaps females are feeling less included in gaming forums and online communities after the harassment accusations of the last few years. Maybe they’re just more drawn to other entertainment industries, but this is definitely a trend to continue watching.
The Emergence of eSports
50% of most frequent gamers are familiar with eSports
Viewership of eSports has exploded from 204 million to 292 million between 2014 and 2016. That’s a 43% increase in two years.
Global revenue rose from $194 million to $463 million between 2014 and 2016. That’s a 239% increase in two years.
Overall eSports Stats For 2016
Total Prize Money: $93,505,160.63
Total Tournaments: 3877
Total Active Players: 13576
Average Tournament Prize Pool: $24,117.92
Average Earnings/Player: $6,887.53
Median Tournament Prize Pool: $579.20
Median Earnings/Player: $338.00
Top eSports titles in 2016
1. Dota 2 – $37,251,051.07 – 772 Players – 118 Tournaments
2. Counter-Strike: Global Offensive – $17,267,862.14 – 4349 Players – 851 Tournaments
3. League of Legends – $10,301,329.03 – 1327 Players – 125 Tournaments
4. Heroes of the Storm – $4,610,149.10 – 381 Players – 57 Tournaments
5. Call of Duty: Black Ops III – $3,749,030.66 – 322 Players – 47 Tournaments
Biggest News events of 2016
– Apparently there was a big scandal around some YouTube gamers setting up gambling sites and then recommending them without properly informing their audience of their involvement. That’s a BIG moral no-no.
– Pokemon Go temporarily changed the way we gamed and interacted with each other. It goes without saying that catching Pokemon in Pokeballs was a huge phenomena that swept the world and caused Nintendo’s stock to spike 33% after release. Also, it set up the success of Pokémon Sun and Moon on 3DS which followed shortly after.
– No Man’s Sky was a thing that happened. It was announced, it was anticipated, it was delayed, it was released, people got mad.
– VR has gotten a slow start with limited titles and expensive platforms. This will likely take off more next year with more diverse game releases and affordable devices.
– Strange while considering the low number of VR sales: the NES Classic, a console that plays 8-bit games from 1985 was in extremely high demand and few off shelves.
– Sequels made a disappointing appearance this year, with titles like Street Fighter V, Deus Ex: Mankind Divided, Call Of Duty: Infinite Warfare, Titanfall 2, Dishonored 2, and Watch Dogs 2 performing notably worse that their predecessors.
– Politics, awareness and activism found some success this year with such game title releases as: That Dragon, Cancer, Orwell, Virginia, Fragments of Him, Voter Suppression Trail, and Drumpf. Also, notably, “Brexit” and “Trump” were the most popular names for diseases in global epidemic sim Plague Inc.
– Racism and sexism are still active on the gaming scene. Notably, Milo Yiannopoulos was banned from Twitter after a major hollywood celebrity was targeted.
– Lindsay Lohan lost a legal claim against GTA5 in which she alleged that the game made use of her image.
And MUCH more!
So there you have it: virtual reality has not yet achieved the commercial success that we anticipated, eSports are gaining popularity with spikes in viewership and financial investment, the number of female gamers looks to be on a downward trend, people are playing socially more than ever, and Pokemon Go changed the way we gamed (if just for a few months).