Over the decades, video games have moved from being a way of interactivity that only appeals to a niche, to a medium that is increasingly widespread within the spectrum of home entertainment.
If we add to that the status they currently have as an economic pillar that raises more money than the combined film and music industry, then in short, video games have an abysmally greater number of people playing them than we had – we don’t even leave so far – a decade ago.
The stigma that they are only for children is increasingly dissolved and more people approach them, which becomes a virtuous circle in which video games, users and economic spills end happily.
In that intelligence, the latest study by the Entertainment Software Association (ESA) , entitled ‘2020 Essential Facts About the Video Game Industry’ , yields several interesting facts about the times when people play, on what platforms they do it and the years that, in conclusion, he spends playing video games.
In this way, we have that 51% of video game users play them after work or school, 30% do so while waiting for an appointment; 26% during a break at work or school and 16% while traveling in transportation.
This data in turn yields interesting points because although the widest margin corresponds to that of users who wait until the end of their work and school obligations to play, from the other criteria it is inferred that they play in a format that is not homemade.
Thus, according to ESA, 61% of adult players play on smartphones, 52% on consoles (there is no distinction between home or portable) and 49% on computers. These are numbers that when added together do not close at 100%, but are due to the fact that there is usually more than one platform to play.
In that order of ideas, ESA concludes that the years that users spend playing video games are:
- 29% from 6 to 14 years old
- 25% from 15 to 24 years old
- 21% from one to five years
- 9% 25 years and older