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- 2020-08-03 发布于新疆
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TABLE OF CONTENTS
Foreword 2
A Nation of Gamers: Who We Are 4
Why We Play 6
How We Play 8
Profiles of Video Game Players 10
Families 12
Ages 18-34 14
Ages 35-54 16
Ages 55-64 18
Ages 65+ 20
ESA Our Partners 22
ESA Members 23
The Entertainment Software Association (ESA) released 2020 Essential Facts About the Video Game Industry in July 2020. Ipsos conducted the annual research for the ESA. The study gathered data from approximately 4,000 Americans about their video game playing habits and attitudes. 2020 Essential Facts About the Video Game Industry also includes data provided by the Entertainment Software Rating Board (ESRB) and The AbleGamers Charity.
Foreword
The release of the 2020 Essential Facts About the Video Game Industry comes amid a global pandemic that has required each of us to change how we interact with one another. Everyday greetings have given way to “social distancing”
and “stay-at-home” orders. Yet, through it all, video games have become an important touchstone for keeping audiences around the world connected while staying at home. Now more than ever, it has become clear that video games impact people’s lives in meaningful ways beyond the intrinsic joy of playing.
Players of all ages and backgrounds embrace that power of play through video games. There are more than 214 million video game players across the United States, three quarters of all U.S. households have at least one person who plays video games, and 64 percent of U.S. adults and 70 percent of those under 18 regularly play video games. Large majorities of players say video games provide mental stimulation (80 percent) and relaxation (79 percent).
Video games help to connect us, and 65 percent of players say they play
with others online or in person. More than half of parents (55 percent) say they play games with their children, and 92 percent pay attention to the games their child plays.
As the 2020 Essential Facts demonstrates, video games have become the
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