| Amount Of Time Kids Spend Playing Video Games Is On The Rise Port
Washington, NY, October 16, 2007 – From toddlers to tweens to teens, more than
one-third of kids in the United States are spending more time playing video
games today than they did one year ago. This trend is particularly pronounced
for online game play, according to Kids & Gaming, the most recent report from
The NPD Group.
According to the report, PCs dominate as the top system used for gaming by
kids of all age groups. PCs also dominate in terms of number or years used for
gaming, with the average child starting to use a PC for gaming at age 6 and
continuing on through age 17, which is longer than any other gaming system
measured.
The study, which analyzes the dynamics of kids ages 2 to 17 in the video
gaming space, sheds light on system ownership & use, distribution of time,
genres, sources of information for finding out about new games, purchase
dynamics, parental involvement, and more.
The gaming lifecycle starts with kid-oriented systems, moves into PCs for
gaming, and continues with Plug & Play and the more established gaming systems.
Then, at about age 10, cell phone gaming begins, and the gaming lifecycle
culminates with Nintendo DS and PlayStation Portable, and the three next
generation console systems (Xbox 360, PlayStation 3 and Nintendo Wii)
Among all kid gamers, approximately half are light users (5 hours per week or
less) and the other half are medium, heavy or super users (6 to 16 or more hours
per week) - the implication being that light use and casual content should not
be linked exclusively to a younger user base.
Boys are more inclined to play video game systems, especially consoles, while
girls are more inclined to play games on PCs, cell phones and kid-oriented
systems. Despite girls starting strong on kid systems, however, they eventually
fall off the gaming wagon.
“When kids get to the 6 to 8 year-old age range is when we see them turn into
more serious gamers. Not only does the amount of time they spend playing games
increase the most dramatically, but they migrate from using ‘kid’ systems to
using more portable and console systems as well,” said Anita Frazier, industry
analyst, The NPD Group. “This appears to be a critical age at which to capture
the future gamers of the world.”
Although males and older kids are more likely to spend more time per week on
gaming, the most significant jump occurs from ages 2 to 5 to ages 6 to 8. At
this time, kids become more serious about gaming, reflected by spending 3 more
hours a week, or 75 percent more time than they used to. Time spent on gaming
plateaus at ages 12 to 17 at about 10 hours per week.
Kids and Online Gaming
Among kids ages 2 to 17 who play games online, an average of 39 percent of
time is spent playing games online as opposed to offline. The average time spent
gaming online is statistically higher among females, kids ages 15 to 17 and
super users (those who spend 16 hrs/wk or more on gaming). However, it seems
there is a disconnect between girls, older users and super users. Although these
three groups are all in the same category of spending a higher percent of their
gaming time on online, somewhere along the way girls, especially older girls,
drop off.
At 91 percent, the vast majority of online gaming among kids ages 2 to 17 is
free. Boys and kids in higher income households are more likely to fall into the
minority group (9 percent) that pays to play. In addition, the older the child,
and the more time that child spends on gaming per week, the more likely that
child is to pay for games.
Methodology
The report is based on online survey responses from 3,474 members of NPD’s
online consumer panel who personally use at least one video game system or
device to play games. Final data is weighted to be nationally representative of
individuals age 2-17. Responses for 2 to 12 year olds were captured via surroage
reporting, whereby the female parent/guardian, age 21 years or older, is asked
to bring their child in this age range to the computer to answer the questions,
either with or without her assistance. Fieldwork was conducted from August
13-23, 2007.
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