Video games afk arena tier list and computer games occupy a place in the information technology industry in Quebec and Canada whose importance continues to grow. Thus, this industrial sector is closely interested in the trends expressed by the end users of its products, whose age and profile seem to be more diversified than ever.
The Entertainment Software Association of Canada , an industry association of twelve companies operating in the gaming niche in Canada, recently published the 2009 edition of a summary of the results of an annual survey on the use of games. computerized by Canadians. To this end, the firm NPD Group questioned 2969 adults, 225 teenagers and 377 children.
According to the document, 96% of Canadian households have a computer while 48% of households have “at least” a video game console. The player’s average age is said to be 35.8. 64.3% of respondents were men and 34.9% women.
In the previous study, published in 2008, it was indicated that nine out of ten households had a computer and 43% had a video game console. Last year’s document stated that the average “adult” player age was 40. 51% of those interviewed were men and 49% women.
In the 2009 study, respondents reportedly claimed that 91% of 6- to 12-year-olds and 80% of 13- to 17-year-old girls had played a video game in the four weeks prior to the survey. Also 67% of people aged 18 to 34, 48% of people aged 35 to 54 and 34% of Canadians aged 55 and over would have played a video game in the month preceding the survey.
Nearly half of the respondents (48%) would have played a few days a week during the reference period of the survey, while more than a quarter (26%) of those polled would have played every day. The previous year, each of these two frequencies had been mentioned by 34% of respondents.
More specifically, it is indicated that 26% of children aged 6 to 12 would play every day and that 57% would play a few days a week. The proportions of teenagers who play at these frequencies would be 38% and 42% respectively. Among people aged 55, 35% of respondents would touch the controller or keyboard every day and 44% a few times a week.
The platform most often used would be the computer (50%), in preference to the game console (36%), the portable console (9%) and the mobile phone (5%). However, each age group has a marked preference for a platform: 81% of people aged 55 and over and 55% of adults aged 35 to 54 would play the computer most often, while 51% of teenagers would play video game console. Children aged 6 to 12 are the biggest users of portable game consoles, with 29% of theirs preferring this platform. Adults aged 18 to 34 are the biggest users of mobile phone games, with 8% of them playing primarily on this platform.
We note that these last two platforms come at the bottom of the pack in terms of player preferences in general. The proportions of gamers who prefer handheld consoles vary from 4% to 29% depending on the age group, while the proportions of gamers who primarily use games on mobile phones vary from 1% to 8%.
In addition to a few statistics highlighting the family nature of computer games and the rankings of the best-selling games in Canada between August 2008 and July 2009, the results of the study provide data on physical or mental training games, which have experienced significant growth in the market in recent years.
In particular, we learn that 39% of people aged 55 and over and 34% of all adults would have bought a physical or mental teaching game as their first video game. Also, among teenagers, 20% would have bought a physical training game and 34% would have acquired a mental training game.
On the other hand, 90% of respondents would have indicated that they were “very interested” or “interested” in using games in the future that could improve their psychological condition, while 83% would have expressed an interest in games that could improve their physical condition. 71% of respondents might be interested in games for learning another language and 68% might be interested in games for learning to play a musical instrument.