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Demographics of Gaming Industry

Video gaming industry interest demographics

- Average gamer is 34 years old

- 70% of gamers are 18 or older

- 60% of Americans play video games fdaily

- 45% of gamers are women

Big Gaming Products (Newzoo)

The World's 2.7 Billion Gamer Will Spend $159.3 Billion on Games in 2020; The Market Will Surpass $200 Billion by 2023

  • COVID-19 lockdown measures has resulted in an increase in consumer spending on video games, especially mobile games
  • Mobile games projection revenues are $77.2 billion in 2020 with a 13.3% increase annually
    • Increase due to the closure of PC cafes
    • 2/5 of population owns a smartphone which makes it easy to play video games (lowest barrier to entry)

Medical & Ergonomic Impacts of Gaming

Gaming Disorder 2018

  • Long-term video game activity causes the following health issues: eye strain injuries, amblyopia (Lazy eye which decreases vision) sleeping disorders, higher risks of obesity,  wrist & hand pain, back pain, neck pain, Playstation thumb (numbness and blisters between thumb and controller), increased body mass index (video games replaces physical activity) if they spent over 1.5 hours playing video games, and increase in junk food intake. Video games could cause seizures, but only in people who have experienced epileptic episodes prior to playing video games.

Ergonomics Abstracts

PubMed

Communications Abstracts

COVID-19 Impacts on Gaming

COVID-19's Impact on the Gaming Industry: 19 Takeaways

  • A 46% increase in Daily Active Users during 2020 in comparison to 2019
  • A 17% increase in mobile gaming during 2020 in comparison to 2019

LibGuides w/eSports Sections

Resources for eSports

Information about eSports is growing and very interdisciplinary.  It depends on the focus of the research but will be divided into the following resources:

Academic - covering the education, technology, computing, sociological disciplines

Business and Marketing

News and trade

Researching eSports has multi-dimensions and is very interdisciplinary.  There is a lot of data about the business aspects, analogous to other professional sports.  Over the last decade the information has proliferated.  Additional information can be found in the following resources and are also noted in the Business Research Guide.