The article in the Korea Herald:
More parents, women play computer games
The data comes from the International Ratings Conference held last month in Sydney. I’d like to see more data from there, but there is some good info about Korea and Australia in the article:
According to Nexon Corp., three out of 10 users of its “Kart Rider” game are women. The fast-paced 3D racing game has attracted nearly 16 million registered users, either paid or non-paid at home, with its various cyber items and cute game characters.
Korean female gamers such as Choi An-na, Lee Jong-mi, Yeom Sun-hee are enjoying as much popularity as their male counterparts. They are challenging the stereotype of PC or online games, traditionally regarded as a domain for teenage boys.
Umm – 16 million Kart Rider users? And the US has never heard of it? I’d bet that puts it in the top 10 computer games of all time, based on sales. I highly recommend clicking to read that article and check out screenshots. There’s info there that is important enough I’ll blog seperately about it later.
Back to the Herald article, here’s a cool quote from a Korean professor:
Kim Yoo-seung, a professor at Sungshin Women’s University who participated at the conference, said, “Consumers are changing their perception of games, which is not very different among countries such as Korea, Australia, the United States or European countries.”
“The Korean government, in line with the diversifying portfolio of the gaming market, should reconsider shifting their focus from regulations to education.”
There’s more data about Australia:
According to Jeffrey E. Brand, associate professor of Communication and Media at Australia’s Bond University, eight out of 10 households enjoy PC games. One-third of gamers are parents who have children aged below 18. Brand conducted a survey on about 4,000 people from 1,600 households in Australia.
“Education” and “conversation with kids” are among the primary purposes of gaming, the survey said. About 67 percent of the parents surveyed said they use games for educational purposes – 73 percent agreed with the usefulness of games in learning the latest technological trends; 69 percent in learning mathematics; 64 percent in teaching children to make and execute plans; and 58 percent in learning science. About 62 percent say games are useful as a trigger for family conversation.
“Education” and “conversation with kids” – there is hope!
Brand said women now make up 41 percent of Australia’s gamers, compared to 38 percent in 2005. If the trend does not regress, the gender ratio among gamers will be 50:50 in 2012, he said.
The average age of Australian gamers rose to 28, compared to last year’s 24. The average age of non-gamers was 49, compared to last year’s 51. Based on the previous statistics, Brand said the average age of gamers and non-gamers will be the same at 42 by about 2014.
Note how rapidly the average age is increasing – from 24 to 28 in one year indicates, just based on mathematical statistics, that most of the growth in gaming is among people considerably older than 24 to 28.