centralasian (centralasian) wrote,

_____________________[PRO] idsa's video game consumer research data

IDSA's Video Game Consumer Research Data

WASHINGTON--(BUSINESS WIRE)--Nov. 13, 2002--According to a national poll released today by the Interactive Digital Software Association (IDSA), the association representing computer and video game software publishers, more than one third of all Americans (36%) plan to give or receive a computer or video game this holiday season.

"More than sixty percent of Americans play computer and video games," said Douglas Lowenstein, president of the Interactive Digital Software Association, the trade group that represents U.S. computer and video game software publishers, "So it's not surprising that so many people of all ages plan to give and receive games during the upcoming holidays."

According to the national poll conducted by KRC Research for the IDSA during the last week of October, almost half (46%) of adults who have children living at home say they plan on giving one or more computer or video games as a gift this holiday season, while more than four in 10 (43%) adults age 25 to 44 will give the gift of games.

As for those hoping to receive a game, about one in four (24%) adults age 18-24 say they expect to receive one or more computer or video games as a gift this holiday season.

To find out more about what types of games Americans want, go to: http://www.idsa.com/holidaybuying.htm.

The IDSA is the U.S. association dedicated to serving the business and public affairs needs of companies publishing interactive games for video game consoles, handheld devices, personal computers, and the Internet. IDSA members collectively account for more than 85 percent of the $6.35 billion in entertainment software sales in the United States in 2001, and billions more in export sales of American-made entertainment software. The IDSA offers services to interactive entertainment software publishers including a global anti-piracy program, owning the Electronic Entertainment Expo trade show, business and consumer research, government relations and First Amendment and intellectual property protection efforts.

сегодня на cnn просто переполох был - оказалось, что видео-игрушки - самая динамично равивающаяся индустрия с многомиллиардным оборотом... несмотря ни на какой спад (а может, даже, и благодаря ему, бизнес виртуаьных игрищ процветает как никогда...

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