|Title:||United States survey percentages of girls/women who are video game players by age group in 2011|
Start of full article - but without data
FEMALE VIDEOGAME PLAYERS, BY AGE, 2011
XX-XX (XX%) XX-XX (XX%) XX-XX (XX%) XX-XX (XX%) XX-XX (XX%) XX-XX (XX%)
Note: Table made from pie chart.
Just over a quarter of U.S. households (XX%) buy videogames, according to Nielsen. Women make up half (XX%) of videogame players, but their gaming preferences and motivations for playing differ from men's, according to Interpret. Women's top gaming genres are casual, exercise, and music, while men gravitate to first-person shooter and casual titles, as well as traditional sports and role-playing games.
Women (XX%) are more likely than men (XX%) to prefer playing solitary games, even when they're playing online, and less likely to enjoy competing against other players, teaming up and collaborating, or talking about games with others.
Interest in gaming is growing fastest among women ages XX-XX, who make up XX% of all female gamers, up XX% since 2009 (calculations by RESEARCH ALERT). Women in this age group strongly favor casual games (XX% prefer them), while garners in their teens and XXs enjoy a wider range of games.
Although women and men are equally likely to play videogames, male console owners spend significantly more time using their consoles each week than female console owners do, according to Nielsen. The gender gap is especially pronounced among owners of Microsoft Xbox XXX and Sony PlayStation X consoles.
Consoles are increasingly used as multipurpose entertainment platforms. Usage of consoles for non-gaming activities varies according to specific brand, in part because some companies have emphasized these functions in their marketing and product development.
PlayStation X owners, for example, spend less than half their time (XX%) with the device on gaming, compared to XX% for owners of the Nintendo Wii and XX% for owners of the Xbox XXX. About a quarter of console owners use their devices for activities such as watching videos on demand; listening to music on CD or MPX; and using the Internet for social networking, watching video, or browsing.
More than haft of mobile phone owners (XX%) in the U.S. and UK have played games on their phones, according to Information Solutions Group for PopCap Games. British mobile phone owners (XX%) are more likely than their U.S. counterparts to have used their phones for gaming (XX%). Two in XX American mobile owners (XX%) and XX% of British mobile owners are avid mobile gamers (defined as having played in the past week).
U.S. mobile garners are more likely than their UK counterparts to recommend games they like to others: XX% of U.S. gamers who have played in the past month have recommended games to others, compared to XX% of UK gamers.
Just over half (XX%) of avid mobile gamers are male. Almost half (XX%) of avid mobile gamers play daily, as do XX% of mobile gamers (defined as those who have played at least once in the past month). Owners of smartphones are much more likely than owners of traditional phones to be avid mobile gamers. Six in XX mobile gamers (XX%) and XX% of avid gamers own smartphones.
Smartphone owners also spend more time playing mobile games than owners of traditional cell phones do: XX% of smartphone owners play at least an hour per week, compared to XX% of owners of traditional phones. Smartphone gamers bought an average of X.X mobile games in 2010, compared to X.X bought by gamers with standard phones.
Smartphone owners spent $XX.XX and standard-phone owners spent $XX.XX on mobile games in 2010. Although mobile gaming is more widespread in the U.K, U.S. gamers spend more money on mobile games. U.S. gamers spent an average of $XX.XX on mobile games in 2010 and expect to spend $XX.XX in 2011, while UK gamers spent $XX.XX in 2010 and expect to spend $XX.XX in 2011.
Gaming accounts for XX% of non-calling mobile phone usage among all mobile gamers and XX% among avid gamers. Mobile garners are transferring some of their videogame play from computers to mobile phones. In 2009, XX% said they played videogames most often on their computers, while XX% said they played most often on their phones. In 2011, XX% play most often on computers, while XX% play most often on mobile phones. [VIDEOGAMES, ENTERTAINMENT, TELECOMMUNICATIONS ]
SOURCES: "Nielsen XXX Gaming Report," January 2011, Nielsen, Charlie Pollak, Senior Analyst, Games Research, XXX W. Jackson, #XXXX, Chicago, IL XXXXX; XXX-XXX-XXXX; email@example.com; www.nielsen.com. Price: Contact for information.
"Games and Girls: Video Gaming's Ignored Audience, May 2011," Interpret, Josh Bell, VP New Media Group, XXX Broadway, #XXX, Santa Monica, CA XXXXX; XXX-XXX-XXXX, xXXX; firstname.lastname@example.org; www.interpretllc.com. Price: $XXX.
"2011 PopCap Games Mobile Phone Gaming Research," Information Solutions Group, Carll Frye, Founder, XXX Bellevue Way NE, #XXX, Bellevue, WA XXXXX; XXX-XXX-XXXX; email@example.com; www.infosolutionsgroup.com. Price: Available online at no charge.
WOMEN'S FAVORITE VIDEOGAME GENRES
Casual XX% Exercise XX% Music/rhythm X% Life sims X% Party X% Role-playing X% Arcade X% First-person shooter X% Platform X% Fighting X%
Note: Table made from bar graph.
MEN'S FAVORITE VIDEOGAME GENRES
First-person shooter XX% Casual XX% Traditional sports XX% Role-playing XX% Sports racing X% Strategy X% Action adventure X% Arcade X% Fighting X% Action racing X%
Note: Table made from bar graph.
HOW VIDEOGAME CONSOLE OWNERS AGES XX+ USE THEIR CONSOLES
Microsoft Sony Play- Nintendo Xbox XXX Station X Wii
Play videogames (net) XX% XX% XX% Play videogames offline XX% XX% XX% Play videogames online XX% XX% XX% Watch DVD/Blu-ray videos XX% XX% X% Watch VOD streaming subscription service XX% XX% XX% Listen to music CDs, MPXs, online/purchased) XX% XX% X% Watch downloaded movies or TV shows XX% XX% X% Use Internet (browsing, social networking, video) XX% XX% XX%