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News
CEA Study Finds Adults Spend More Time Gaming Than
Teens (1/4/2006)
Adults Will Purchase 19 Million Next Generation
Consoles in the First Year, Further Fueling New Business Opportunities
for Installers and Retailers
Roughly one-third of adult gamers spend 10
hours or more per week playing console or PC games compared to just
11 percent of teens, according to results from a new study released
by the Consumer Electronics Association (CEA(R)). The surprising
results are part of CEA's 2006 Gaming Technology Study, which surveyed
adults via online survey and teens (ages 12-17) via telephone interview.
"The fact that adults are racking up more
gaming hours than teens is startling, but there are several associated
findings that shed light on this," said CEA's Senior Manager, Industry
Analysis Steve Koenig. "Interestingly, a greater percentage of 12-14
year olds spend time gaming than older teens ages 15-17. Older teens
simply may not have the free time for extra hours of gaming or they
could be gaming on wireless handsets since 81 percent of teens own
or use a wireless phone."
Through the new study, CEA also investigated
gaming platform ownership and behaviors and found the data revealed
the PC dominates the adult game market while teens spend more time
using game consoles. For households owning a PC and a console, 58
percent consider the console to be their primary gaming platform
despite its lower engagement. Additionally, the study showed portable
gaming to be decidedly more popular with teens than adults. Only
25 percent of adult gamers who own a portable game device have used
it in the past six months compared to 77 percent of teens.
Additional adult vs. teen behavioral differences
emerge in the study when online game play is evaluated. The majority
(64 percent) of adult gamers either mostly or always play console
games by themselves and just over half (55 percent) play online.
Conversely, teens are five times as likely to engage in multiplayer
gaming with their consoles, especially teenage girls - an unexpected
result. Teens also are much more likely to game online, but here
males outnumber females - some 78 percent of teen male's game online
in a given month compared to 58 percent of teen females.
The survey results also suggest female gamers
outnumber male gamers in the 25-34 age category. This result stems
from high rates of play of online games, many of which are free
of charge (i.e. Yahoo! Games), among female gamers. The 25-34 age
group also comprises the largest concentration among overall female
gamers (29 percent).
In a promising trend for consumer electronics
(CE) retailers, CEA found that some adult gamers purchase additional
CE products specifically to enhance their console gaming experience.
The most common purchase made by these consumers (one in four) is
performance audio-video cables; additional products include displays,
furniture and A/V receivers.
"A huge opportunity exists for retailers
through the popularity of gaming," Koenig said. "Not only are gamers
buying traditional gaming accessories, but they're also buying or
at least expressing strong interest in major purchases like audio
components, speaker and high-definition displays. This will continue
as next-generation game consoles, which capitalize on the eye-popping
graphics afforded by HD technology, penetrate the market. We anticipate
19 million of these consoles will be sold in their first year on
the market, totaling $8 billion in revenue."
Supporting the growing body of evidence that
consumers are interested in creating immersive CE-related environments
in their homes, the study also reveals a substantial number of adult
gamers, particularly those within the 25-34 age range, are interested
in creating a dedicated gaming room. Additionally, 19 percent of
console gamers and 15 percent of PC gamers indicated they would
pay a professional to install a dedicated gaming room in their home,
presenting a ripe business opportunity for the custom installer
channel, as well as CE retailers.
"The study offers interesting and surprising
insights into the world of gaming, but even better for the industry,
it points to business opportunity," Koenig concluded.
The quantitative study of adults was administered
via a Web form to an online sample of 1,767 U.S. video game households
during the period December 6 - 12, 2005. The margin of sampling
error for aggregate results is about +/- 2.4 percentage points.
The teen study was administered via telephone interview to a random
national sample of 500 teens, comprising 247 males and 253 females
12 to 17 years of age, living in private households in the continental
United States. The interviews were completed during the period November
17 - 20, 2005. The margin of error for aggregate results is about
+/- 4.5 percentage points.
The 2006 Gaming Technology Study was designed
and formulated by CEA Market Research, the most comprehensive source
of sales data, forecasts, consumer research and historical trends
for the consumer electronics industry. Please cite any information
to the Consumer Electronics Association (CEA(R)). The complete study
is available free to CEA member companies. Non-members may purchase
the study for $499.
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