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Essential Facts about the Gaming Industry (I've used the USA as it's the largest market) - Credit to ESA, Entertainment Software Association




Essential Facts about the Gaming Industry 2014


Here are a number of extracts from the report below, which I have been researching in my quest to fully understand the Gaming industry and more importantly, how we might utilise Games and the vast Gaming community to address real world / business / education / political problems or issues. And in the process still retain the Gaming experience, which is key as participating in Gaming is voluntary and enjoyable - which is not always true of our 'real world' experiences.

Essential Facts - The ESA - 2014


“ Our industry has a remarkable upward trajectory. Computer and video games are a form of
entertainment enjoyed by a diverse, worldwide consumer base that demonstrates immense energy and
enthusiasm for games. With an exciting new generation of hardware, outstanding software, and unmatched creativity, technology, and content, our industry will continue to thrive in
the years ahead.”

Michael D. Gallagher, president and CEO,
Entertainment Software Association


As you can see the Gaming Industry is a very serious one! Nearly $22B total consumer spend in 2014.


When you think this equates to approximately $70 per American citizen, this is a very, very serious market!

Listed below are the actual titles in relation to the gaming market for 2013 (USA).



“I consider video games a form of design that is amazingly important today and that is going to become even more important in the future, because it is a way we interact with machines and screens.”

— Paola Antonelli, senior curator of the Museum of Modern Art’s department of architecture and design


“You create these communities around the game that do an incredible amount of intellectual work, and when they’re done with the work, they will leave the game and go on to another
game that’s more challenging. Can you imagine if we had that kind of environment in classrooms?”

— Constance Steinkuehler Squire, associate professor in digital media and co-director of the Games+Learning+Society Center at the University of Wisconsin-Madison, and former senior policy analyst in the White House Office of Science and Technology Policy



One key statistic that I must admit surprised me, is the as near as damn it, equal split between male and female Gamers. I presumed, wrongly that the male figure would have been closer to 60 plus percent.

So I think we can safely say that the Gaming industry is an industry that we should take notice of! My quest is to look into how we utilise the key voluntary participation, coordination and collaboration that Gamers undertake daily, into real World opportunities.





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