Change is Possible: A Look at Industry Stats

Female video gamers have been a hot topic in recent months. In comments in an article by Destrolyn.Bechgeddig, a commenter made a point that the ratio of males to females in the gamer sector is 10:1. This judgement is supposedly made by standing in the local GameStop for an hour. We are in the age of technology, so just visiting a local establishment is no gauge of gamer population. I can not count the times I’ve purchased a video game online and had it shipped to my house or downloaded it to my computer or console.

Another aspect of debate in the industry is the types of games considered popular. Some people would rather play in traffic rather than sit through having to play a first person shooter. Some people hate the Grand Theft Auto series, while others revere it. Some will only play roleplaying games and look at nothing else, no matter what.

Let us take a look over the past decade of video gamers. The ESA (Entertainment Software Association), founded in 1994, has been releasing studies entitled “Essential Facts about the Computer and Video Game Industry.” The ESA was formally known as the Interactive Digital Software Association and they are the ones that stage E3 each year. I will be pulling all information for this article from these studies published each year.

Travel in Time Back to 2003

In 2003, the ESA’s study, the gender ratio saw a divide by computer game player and video game player (in other words, console players). The ratio was more even for computer players than console players.


Just like the huge difference in gender ratios, age ratios were very different in computer game players and console players. 40.6% of computer gamers were 36 or older while 77.4% of console gamers were 35 and under. 37.9% of those console gamers were under the age of 18. What genre of games were these people playing most? The top three genres of 2003 for video games are, based on units sold:

  1. Action (25.1%)
  2. Sports (19.5%)
  3. Racing (16.6%)

The top three genres of 2003 for computer games tells a different story. The top three are again based on units sold:

  1. Strategy (27.4%)
  2. Children’s (15.9%)
  3. Shooter (11.5%)

See the complete article at on Change in the Gaming Industry.

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