A consistent comment I get from parents, experiencing anxiety and feuds with boys over video games is that “the game” is ruining family life and addictive. There is an imagined cultural portrait in which boys are habitual game users who become anti-social and disconnected.
In 2010, the Entertainment and Software Association famously told us that only 18% of game players are under the age of 18. In 2011, they said 29% of gamers were over the age of fifty. They also said that women over the age of 18 represented significantly greater proportion of game-players (37%) than boys 17 or younger (13%).
Most significantly for parents, the average age of a video game purchaser is 41, and of those roughly half are female – despite ongoing controversy over the way women are represented in games. 19% of these gamers – pay to play – in online games, but 65% of all gamers play online with other people.
At E3, they released more information for 2013. The average age of player has fallen to 30 years old (from 37) and the largest segment of gamers are 36 and older.
For parents whom might other wise assume game-developers target kids, the reality is less than 20% of kids play games at all. Of the $20.77 billion dollars spent in 2012, more than half is spent by players over the age of 30 who have been playing for 13 years or more. Of that 45% of female. Despite the media-haters focus on violence and sexualisation in games – 90% of the games made have an “E” rating – as in “everyone” and of that 78% of the players play with other people for at least one hour a week and 35% of families consider ‘gaming’ to be a family-activity. In extensive studies of parent opinion of ratings, almost 90% said they used the ERSB ratings system in decision making. Despite anecdotal comments that parents pay little attention to ratings – it is worth saying over 90% of games are either E (Everyone), E10+ (ten and over) or Teen (T).