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Gaming Association updates profile of average ‘gamer’, number of older players surges

The industry association representing the interactive gaming sector says the average person who plays video games is 33-years-old and could be male or female.

Click to enlarge. Source: IGEA

Click to enlarge. Source: IGEA

New data commissioned by the Interactive Games & Entertainment Association (IGEA) found that the average age of a ‘gamer’ continues to defy the stereotypical teenager and in fact grew by one year to be 33 years old. The data found 47 per cent of players were female.

The Digital Australia Report 2016 saw Bond University interviewing more than 1200 households about their use of interactive games, with report author Dr Jeff Brand arguing: “While the presence of video and computer games in Australian family homes remains stable, we’ve observed growth in the proportion of the population who plays, including parents who play with their children, which has increased from 86 per cent in 2013 to 90 per cent in 2015.

“What this means is that parents are increasingly involved in their children’s game play activities in different ways and for different reasons. 40 per cent of parents say it’s a way to spend time with their children and 36 per cent consider games as a fun activity for the entire family.

“Most say they play in the same room, but many are playing online with their children.”

In terms of market penetration the IGEA report finds that 9 in 10 households now have some type of interactive game in their household.

The number of Australians over 50 playing interactive games has also surged with the report now estimating they now make up 23 per cent of the game playing population.

The report also finds that 24 per cent of Australian adults have used games at work for training purposes and over a third (35 per cent) of parents say games are part of their children’s school curriculum.

“The use of games-based technology is increasingly finding its way into physical and mental health applications. I continue to marvel at the growth of video games and their potential to serve as a positive social, political and economic force,” said Brand.

IGEA also noted the penetration of interactive games has boomed on the back of the popularity of mobile games such as Candy Crush and Clash of Clans.

“Whether we’re ‘snacking’ on a mobile game or enjoying an immersive gaming experience, it’s clear that video games are on the way to becoming more mainstream than playing sports or watching TV,” said Ron Curry CEO of IGEA.

Nic Christensen 

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