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More Adult Women Play Games Than Boys Age 17 And Under

 
John Gaudiosi
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John Gaudiosi is co-founder of GameHub Content Network and Editor-In-Chief of GamerHub.tv. He's covered the video game industry for 20 years for outlets like Reuters, The Hollywood Reporter, Forbes, CNN, Entertainment Weekly, Geek Magazine, NVISION and Tegrazone. 

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 Published June 14, 2013 5:11 AM

New study finds that 45 percent of American women play games and are frequent purchasers.

Adult women represent a significantly greater portion of the video game-playing population than boys age 17 or younger, and nearly half of all video game players are women, according to new research released today by the Entertainment Software Association (ESA). The report, 2013 Essential Facts About the Computer and Video Game Industry, found that women comprise 31 percent of the video game-playing population, while boys 17 and under represent only 19 percent of game players. Women are 45 percent of the entire game playing population and 46 percent of the time are the most frequent game purchasers.

"This new data underscores the remarkable upward trajectory for video games. It is an entertainment form enjoyed by hundreds of millions of consumers worldwide," said Michael D. Gallagher, president and CEO of ESA, the trade association that represents the U.S. video game industry. "A diverse and energized consumer base, remarkable new hardware, and outstanding software all combine to foster growth for our industry."

In addition to changing demographics, the report shows that parents are closely monitoring what their children are playing. According to Essential Facts, parents are present when games are purchased or rented 89 percent of the time, and children receive their parents' permission before purchasing or renting a game 80 percent of the time. More than a third of parents report playing video games with their children at least once a week.

Parents continue to rely on the Entertainment Software Rating Board (ESRB) video game rating system and parental controls to make purchasing decisions and monitor game play. Nearly 90 percent of parents said the ESRB rating system is either very or somewhat helpful in choosing games for their children, and 86 percent said parental controls available on all video game consoles are useful – a sharp increase from 73 percent in 2012.

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