3 - Interactive Software Federation of Europe
Transcrição
3 - Interactive Software Federation of Europe
VIDEOGAMES IN EUROPE: CONSUMER STUDY Portugal November 2012 [2] Consumer Study | November 2012 INTRODUCTION Portugal CONTENTS INTRODUCTION Research overview 3 Gaming formats and devices covered 3 SUMMARY Infographic results summary 4 Key headlines 5 GAMING: WHO, WHAT AND HOW? Who plays videogames? 7 Frequency of gaming 8 Types of games played 9 Devices used to play games 11 Online gaming 12 PERCEPTIONS OF GAMING Interest in gaming 14 Broader media and activities interest 15 Words associated with different media/activities 17 GAMING AND THE FAMILY Parents and children who play games 20 Words associated with gaming: Parents 21 The effect of games on children 22 SUPERVISION Parental supervision of children’s gaming 24 Use of parental controls 27 PEGI RATING SYSTEM Awareness, usefulness and clarity of rating systems 29 How rating systems should be applied 30 Consumer Study | November 2012 INTRODUCTION Portugal [3] RESEARCH OVERVIEW The European Consumer Study is a multicountry survey run by Ipsos MediaCT, in partnership with the Interactive Software Federation of Europe (ISFE). It is designed to provide a better understanding of the societal context in which games are being played today in 16 European countries. The study used a combination of online self-completion survey and offline interviews and targeted respondents aged between 16 and 64. For the purposes of this report, ‘Gamers’ are defined as anyone who has played a game on any of the devices and formats listed below in the past 12 months. In Portugal, 657 respondents completed an online survey over a two week period in October 2012. The data was weighted to a profile of online gamers using data from an offline omnibus survey. GAMING FORMATS AND DEVICES COVERED APPS ONLINE PACKAGED FREE APPS PAID APPS PAID EXTRAS SOCIAL FREE DOWNLOAD PAID DOWNLOAD PAID EXTRAS MULTIPLAYER WEBSITE (DISC/CARTRIDGE) NEW PRE OWNED RENTAL CONSOLE PORTABLE MOBILE TABLET COMPUTER [4] Consumer Study | November 2012 SUMMARY Portugal OVERVIEW OF GAMING PERCEPTIONS OF GAMING 40% Very interested Fairly interested Not at all interested of the online population aged 16 to 64 years old in Portugal have played a game in the past 12 months Not very interested Don’t know 15% 29% 57% 43% 27% 27% TYPES OF GAMES PLAYED: BY AGE AND GENDER 40% ANY Video Gaming 40% 28% 17% ANY Packaged 8% ANY Apps Fairly/very interested ALL ONLINE GAMERS TOTAL Males 16-34 Males 35-64 Females 16-34 Females 35-64 27% 10% Not very/at all interested TOP 3 WORDS ASSOCIATED WITH GAMING 25% 14% 42% 29% 17% 15% 17% 56% 55% 47% 34% ANY Online 33% 25% 44% 39% GAMING AND THE FAMILY 1 Entertaining 43% 61% 2 Good at providing escapism 43% 58% 3 Fun 37% 53% PEGI RATING SYSTEM 58% of parents have children who play games 31% Parents 69% Non parents 36% Play games with their children 22% Don't play games with their children 40% Their children don't play games No difference Have fun Don't know 83% Develop skills 55% Competitive 54% Spend time alone 19% 20% Aggressive 30% Informed 28% 10% 17% 24% 52% 35% aware of PEGI age rating symbols aware of PEGI content symbols 68% agree PEGI ratings should apply to app games agree PEGI ratings should apply to games on social network sites 8% 65% Creative Social Less 44% 70% EFFECT OF GAMES ON CHILDREN: PARENTS OF CHILDREN WHO PLAY GAMES More 54% 26% 24% 40% 47% 9% 17% 15% 36% 21% 19% 10% % AGREE WITH STATEMENT THE MOST The age rating system for videogames should be stricter overall than that used for movies The age rating system for videogames and movies 43% should be equally strict The age rating system for movies should be stricter 4% overall than that used for videogames 30% 23% Don’t know Consumer Study | November 2012 Portugal SUMMARY [5] KEY HEADLINES 1 Incidence of gaming amongst the online population is at 40% The profile of gamers is skewed towards males, particularly in the 16-19 and 35-44 age groups. Online is the most popular form of gaming amongst the online population. Just under 1 in 4 adults are playing weekly. For non-gamers, a lack of interest in the category is the main barrier. 2 42% of the online population are very or fairly interested in gaming Gaming is most commonly perceived as an entertaining activity amongst gamers. 18% of gamers describe it as a sociable activity. There is a strong interest in the latest technology amongst gamers (88% vs. 66% nongamers). Gamers are also more likely to be interested in taking part in sports (73% vs. 39% non-gamers) and going out to bars and clubs (51% vs. 29% non-gamers). 3 36% of parents play games with their children The most common reason parents play games with children is to spend time with them. The potential educational benefits of gaming are acknowledged by 28%. Many parents see gaming as having a positive impact on their child(ren), with 65% believing it encourages them to develop their skills more. A further 55% believe it encourages them to be more creative. 4 The majority of children aged 6-15 are buying or receiving games 38% of children aged 10-15 have bought a game for themself, compared to 25% of children aged 6-9. 7 in 10 parents of children aged 6 and above consider themselves to be ‘quite’ or ‘very’ knowledgeable about the games that child plays. 60% of children aged 10-15 are sometimes/often playing games with an age rating higher than their age, compared to 25% of children aged 6-9. 5 54% of the online population recognise PEGI age rating symbols 7 in 10 agree that PEGI ratings should be applied to app games and games on social network sites, as well as packaged games. 30% believe that the age rating system for games should be stricter than movies, and 43% believe the same level of strictness should be applied to both. [6] GAMING: WHO, WHAT AND HOW? Consumer Study | November 2012 GAMING: WHO, WHAT AND HOW? Portugal [7] WHO PLAYS VIDEOGAMES? (ALL ONLINE RESPONDENTS) 40% of the online population aged 16 to 64 years old in Portugal have played a game in the past 12 months 57% 43% 7% 16-19 3% 7% 20-24 5% 13% 25-34 15% 16% 35-44 10% 8% 45-54 8% 6% 55-64 3% Incidence of gaming amongst the online population in Portugal is at 40%. The profile of gamers is skewed towards MALES, particularly in the 16-19 and 35-44 age groups. [8] Consumer Study | November 2012 Portugal GAMING: WHO, WHAT AND HOW? FREQUENCY OF GAMING (ALL ONLINE RESPONDENTS) Weekly 23% Never Monthly 8% 60% 9% 1 2 3 4 5 Less frequently TOP 5 REASONS FOR NOT GAMING Not interested in them More interested in other hobbies No time to play them Don’t have a console at home Too expensive 56% 46% 32% 21% 17% TYPES OF GAMES PLAYED (ALL ONLINE RESPONDENTS) 40% ANY Video Gaming 17% 17% ANY Packaged ANY Apps 34% ANY Online 21% 20% 18% Social Downloads Websites Multiplayer Online 10% Just under 1 in 4 adults are playing games on a weekly basis. For non-gamers, a lack of interest in the category is the main barrier. ONLINE is the most popular form of gaming amongst the online population. Consumer Study | November 2012 [9] GAMING: WHO, WHAT AND HOW? Portugal Portugal TYPES OF GAMES PLAYED: BY AGE AND GENDER 40% ANY Video Gaming 40% 28% 17% ANY Packaged 17% ANY Apps 25% 14% 27% 10% 34% ANY Online 33% 25% 21% Social 19% 18% 20% Downloads 19% 13% 16% 13% 10% Multiplayer Online 4% 7% 10% Incidence of gaming is highest amongst MALES AGED 16-34 in nearly all categories, with the difference most evident in Packaged (29% vs. 17% Total) and Multiplayer Online games (22% vs. 10% Total). 44% 39% 28% 25% 30% 23% 18% Websites 47% 29% 17% 15% 8% 55% 28% 22% TOTAL Males 16-34 22% Males 35-64 Females 16-34 Females 35-64 FEMALES AGED 16-34 are the most active in App gaming (27% vs. 17% Total). Less than 3 in 10 FEMALES 35-64 have played a game in the past 12 months. [ 10 ] Consumer Study | November 2012 Portugal GAMING: WHO, WHAT AND HOW? GAMES PLAYED: FREE OR PAID FOR (ALL ONLINE RESPONDENTS) % of the online population playing each type of game Free 16% Apps Multiplayer online Downloads 17% 10% 20% Paid for 4% Free 7% Paid for Paid for 5% 3% Free 19% Paid for 6% *Paid for *Paid to game play online TYPES OF VIDEOGAMES PURCHASED IN THE LAST 12 MONTHS (ALL ONLINE RESPONDENTS) 33% Have bought a game 18% 8% 6% 3% New games on disc or cartridge Online games (download/subscription/extras) Secondhand games on disc or cartridge Games apps Less than a quarter of those active in the APP gaming category are playing games that have been paid for. A THIRD of the online population have bought a game in the last 12 months. Of those buying games, over HALF have bought a new packaged game. Consumer Study | November 2012 Portugal GAMING: WHO, WHAT AND HOW? [ 11 ] DEVICES USED TO PLAY GAMES (ALL ONLINE RESPONDENTS) NET Console: NET Portable games device: NET Computer: NET Mobile device: 21% 12% 33% 20% 11% 2% 8% 9% 4% 22% 27% 19% 2% 1% 8% 5% 9% 3% MOST USED (ALL GAMERS) Laptop PC Android smartphone PS3 Wii 34% 21% 11% 7% 4% MOST USED (AMONGST PARENTS WHO PLAY GAMES WITH THEIR CHILDREN) Laptop PC PS3 Android smartphone iPhone 31% 20% 10% 9% 6% COMPUTERS (laptops and PCs) are the most commonly used devices for gaming. Amongst gamers, computers (laptops and PCs) are the most used devices for gaming. A fifth of the online population have played a game on a SMARTPHONE in the past 12 months. A similar range of devices are used by parents who play games with their children. [ 12 ] Consumer Study | November 2012 GAMING: WHO, WHAT AND HOW? Portugal 84% of gamers play games online WHEN PLAYING CONNECTED TO THE INTERNET, WHO DO YOU PLAY WITH? (ALL GAMERS) 36% 23% 15% 7% 4% 13% Always play on my own Play on my own most of the time Sometimes on my own/sometimes with other online players Play with other online players most of the time Always play with other online players Never play games online WHEN PLAYING WITH OTHERS ONLINE, WHO ARE THE OTHERS? 52% 38% 30% 22% Friends (met in real life) Online strangers Family/relatives Friends (not met in real life) [ 13 ] PERCEPTIONS OF GAMING Consumer Study | November 2012 [ 14 ] Portugal PERCEPTIONS OF GAMING INTEREST IN GAMING (ALL ONLINE RESPONDENTS) 42% 15% Fairly/very interested 29% 27% 56% Not very/at all interested Very interested Fairly interested 27% Not very interested Not at all interested Don’t know WORDS ASSOCIATED WITH GAMING: TOP 5 SELECTED ALL ONLINE GAMERS 1 Entertaining 43% 61% 2 Good at providing escapism 43% 58% 3 Fun 37% 53% 4 Competitive 25% 38% 5 Sociable 10% 18% 42% of the online population say they are very or fairly interested in gaming. Gaming is most commonly perceived as an ENTERTAINING activity amongst gamers. 18% of gamers describe it as sociable. Consumer Study | November 2012 PERCEPTIONS OF GAMING Portugal [ 15 ] BROADER MEDIA AND ACTIVITIES INTEREST: (FAIRLY/VERY INTERESTED) All Males 16-34 Males 35-64 Music 93% 90% 93% 97% 91% 85% 90% 94% 93% 93% 89% 87% 85% 97% 88% 97% 90% 93% 92% 95% 84% 89% 91% 75% Sport (taking part) 78% 53% 60% 37% 72% 77% 82% 80% 65% 61% 72% 72% 50% 20% 55% Gaming 45% 34% 42% 62% 44% News about celebs/famous Going out to bars/clubs 48% 78% Literature/art 49% 38% 83% Television The latest technology 75% 92% Internet Film 88% Females 35-64 News/current affairs Travelling 91% Females 16-34 48% 26% 27% 26% 15% 38% 31% [ 16 ] Consumer Study | November 2012 Portugal PERCEPTIONS OF GAMING BROADER MEDIA AND ACTIVITIES INTEREST: DIFFERENCE BETWEEN GAMERS AND NON-GAMERS All Gamers Music Non-gamers News/current affairs 93% 91% 94% 87% 96% 91% 90% 83% 75% 66% 64% Internet Travelling 91% 92% 89% 92% Film 90% Television 88% 92% 85% Literature/art The latest technology 75% 88% 66% 73% 39% 51% 42% 66% 25% News about celebs/famous Going out to bars/clubs 38% 65% Gaming Sport (taking part) 53% 78% 29% A higher percentage of gamers than non-gamers are interested in several other activities. There is a strong interest in the latest TECHNOLOGY amongst gamers (88% vs. 66% non-gamers). 27% 29% 25% Gamers are also more likely to be interested in taking part in SPORTS (73% vs. 39% non-gamers) and GOING OUT to bars and clubs (51% vs. 29% non-gamers). Consumer Study | November 2012 PERCEPTIONS OF GAMING Portugal [ 17 ] Portugal WORDS ASSOCIATED WITH MEDIA/ACTIVITIES (ALL ONLINE RESPONDENTS) Entertaining Informative/educational Immersive Fun Good at providing escapism Family orientated News/current affairs Music 59% 28% 60% 15% 47% 16% 6% 30% 15% 8% 11% 25% Travelling 61% 71% 21% 22% 58% 37% 4% 66% 12% 59% 52% 52% 45% 17% 8% 22% 14% 47% 16% 10% 27% 8% 25% 66% 23% 52% 38% 38% 8% 32% 23% 36% 23% 53% 22% 19% Gaming Sport (taking part) 36% 7% 42% 38% 7% 36% 22% 45% 43% 9% 43% 10% 7% 37% 10% 25% News about celebs/famous Going out to bars/clubs 53% 56% 11% Literature/art The latest technology 40% 6% 12% 8% Television Film 21% 72% Internet 37% 16% 56% 41% 42% 55% 49% 5% 71% Sociable Competitive 39% 20% 18% 33% 4% 38% 6% Most commonly selected category for each word [ 18 ] Consumer Study | November 2012 Portugal PERCEPTIONS OF GAMING WORDS ASSOCIATED WITH GAMING: DIFFERENCE BETWEEN GAMERS AND NON-GAMERS Gamers 31 Entertaining 4 Sociable Good at providing escapism Fun 12 16 Family orientated Gamers are more likely to associate a wide range of words with the activity than nongamers. 38 53 58 5 17 27 32 61 18 Non-gamers 7 Immersive Competitive 11 4 Informative/ educational Amongst non-gamers, gaming is most commonly described as GOOD AT PROVIDING ESCAPISM and ENTERTAINING. [ 19 ] GAMING AND THE FAMILY [ 20 ] Consumer Study | November 2012 Portugal GAMING AND THE FAMILY PARENTS AND CHILDREN WHO PLAY GAMES (ALL ONLINE RESPONDENTS) 58% of parents have children who play games 36% 31% Parents 69% Non parents 22% 40% Play games with their children Don't play games with their children Their children don't play games Don't know REASONS PARENTS PLAY GAMES WITH THEIR CHILDREN To spend time with them They ask me to It’s a fun activity for all the family Educational benefits 43% 39% 39% 28% I enjoy playing with them To monitor what games they play Health and fitness benefits To monitor how long they play for 27% 17% 17% 15% 58% parents have children that play games. Of these, around 6 in 10 play with their children (36% parents play games with their children vs. 22% don’t). The most common reason parents play games with children is to SPEND TIME WITH THEM. The potential EDUCATIONAL benefits of gaming are acknowledged by 28%. Consumer Study | November 2012 [ 21 ] GAMING AND THE FAMILY Portugal WORDS ASSOCIATED WITH GAMING: DIFFERENCE BETWEEN PARENTS OF CHILDREN WHO PLAY GAMES AND NON-PARENTS Parents of children who play games 41 Non-parents 41 44 45 35 26 30 58 Entertaining Good at providing escapism 20 13 10 Immersive Sociable 7 Parents of children who play games and nonparents associate a similar range of words with gaming. Fun 13 10 Family orientated Competitive 6 8 Informative/ educational Parents of children who play games are only slightly more likely to describe gaming as a FAMILY ORIENTATED activity (13% vs. 10% nonparents). [ 22 ] Consumer Study | November 2012 Portugal GAMING AND THE FAMILY EFFECT OF GAMES ON CHILDREN: (PARENTS OF CHILDREN WHO PLAY GAMES) More No difference 83% Have fun 65% 55% 54% 52% Develop skills Creative Competitive Spend time alone Social Aggressive Informed Less 35% 30% 28% 24% 40% 47% Don't know 8% 19% 10% 6% 20% 17% 9% 24% 17% 26% 15% 7% 36% 21% 10% 19% 6% WORDS ASSOCIATED WITH GAMING: PARENTS OF CHILDREN WHO PLAY GAMES PARENTS OF CHILDREN WHO DON’T PLAY GAMES Informative/educational Informative/educational 6% vs. Family orientated 13% Many parents see gaming as having a positive impact on their child(ren), with 65% believing it encourages them to DEVELOP THEIR SKILLS more. 5% Family orientated vs. 3% A further 55% believe it encourages them to be more CREATIVE. 35% say gaming encourages them to be more social. [ 23 ] SUPERVISION [ 24 ] Consumer Study | November 2012 Portugal SUPERVISION WHETHER PARENTS BUY THEIR YOUNGEST CHILD’S GAMES ** Never (+child doesn’t buy/receive) Never (but child does buy/receive) Sometimes Most of the time Rarely Always AGE OF CHILD* 5 and under 34% 6 to 9 10 to 15 10% 20% 4% 21% 17% 19% 30% 15% 11% 5% 27% 41% 22% 4% 14% 4% WHETHER THE CHILD IS PRESENT DURING PURCHASE ** Don’t buy games for youngest child Sometimes Never Most of the time Rarely Always AGE OF CHILD* 5 and under 6 to 9 10 to 15 44% 24% 20% 9% 12% 5% 8% 30% 48% 23% 8% 14% 52% *Parents were asked in reference to their YOUNGEST child only The majority of children aged 6 and above are buying or receiving games. **Note low base sizes for this question (n < 50) 15% of parents of children aged 10-15 never buy that child’s games. Consumer Study | November 2012 [ 25 ] SUPERVISION Portugal WHETHER CHILD BUYS THEIR OWN GAMES ** Never (child doesn’t receive games) Sometimes Never (but do receive games) Most of the time Rarely Always AGE OF CHILD* 5 and under 34% 6 to 9 10 to 15 52% 20% 5% 5% 4% 55% 4% 10% 57% 20% 11% 10% 4% 7% HOW KNOWLEDGEABLE PARENTS ARE ABOUT THE GAMES THEIR CHILD PLAYS ** Child doesn’t play Not at all Not very Quite Very AGE OF CHILD* 5 and under 6 to 9 10 to 15 20% 9% 10% 24% 22% 14% *Parents were asked in reference to their YOUNGEST child only 38% of children aged 10-15 have bought a game for themself, compared to 25% of children aged 6-9. **Note low base sizes for this question (n < 50) 25% 32% 31% 35% 56% 16% 7 in 10 parents of children aged 6 and above consider themselves to be ‘quite’ or ‘very’ knowledgeable about the games that child plays. [ 26 ] Consumer Study | November 2012 Portugal SUPERVISION WHETHER CHILD PLAYS GAMES WITH A HIGHER AGE RATING THAN THEIR AGE ** Child doesn’t play games Rarely AGE OF CHILD* 5 and under 20% 6 to 9 7% 9% 10 to 15 Don’t know Sometimes 33% 31% 37% 19% Never Often 29% 17% 7% 17% 52% 8% 8% WHETHER CHILD PLAY GAMES WITH HIGHER AGE RATING THAN THEIR AGE AT A FRIEND’S HOME ** 13% 46% 36% Aged 5 and under play games at a friend’s home Aged 6-9 play games at a friend’s home Aged 10-15 play games at a friend’s home Don’t know No, never Yes, rarely Yes, sometimes Yes, often AGE OF CHILD* 5 and under 6 to 9 10 to 15 11% 10% 25% 40% 4% 35% 37% 4% 10% *Parents were asked in reference to their YOUNGEST child only **Note low base sizes for this question (n < 50) 39% 35% 39% 13% 60% of children aged 10-15 are sometimes/often playing games with an age rating higher than their age, compared to 25% of children aged 6-9. Consumer Study | November 2012 SUPERVISION Portugal [ 27 ] USE OF PARENTAL CONTROLS ** (PARENTS OF CHILDREN WHO PLAY GAMES) FOR CHILDREN AGED 5 OR UNDER WHAT RESTRICTED 28% use parental control settings to limit what their youngest child can access on their games consoles 30% 12% Amount of play time 10% Games played by age rating 5% Online access through the console use parental control settings to limit the amount of time their children spend online or to prevent them from accessing certain programs and websites FOR CHILDREN AGED 6-9 WHAT RESTRICTED 60% use parental control settings to limit what their youngest child can access on their games consoles 61% 48% Games played by age rating 37% Online access through the console 21% Amount of play time use parental control settings to limit the amount of time their children spend online or to prevent them from accessing certain programs and websites FOR CHILDREN AGED 10-15 WHAT RESTRICTED 33% use parental control settings to limit what their youngest child can access on their games consoles 29% 24% Online access through the console 12% Amount of play time 9% Games played by age rating use parental control settings to limit the amount of time their children spend online or to prevent them from accessing certain programs and websites **Note low base sizes for this question (n < 50) [ 28 ] PEGI RATING SYSTEM Consumer Study | November 2012 PEGI RATING SYSTEM Portugal [ 29 ] Portugal AWARENESS OF RATING SYSTEMS (ALL ONLINE RESPONDENTS) 52% 16% aware of ANY age rating system for videogames aware of PEGI age rating system for videogames 54% 44% aware of PEGI age rating symbols aware of PEGI content symbols EXTENT TO WHICH THE SYMBOLS ARE... PEGI AGE RATING SYMBOLS 96% Clear PEGI CONTENT SYMBOLS 93% 98% Useful Clear 94% Useful % NET Fairly/Very Clear: Amongst those aware of symbols Useful: Amongst parents of children who game Awareness of the PEGI age ratings increases to 54% after prompting with images. 52% are aware of an age rating system for games, but only 16% are aware of PEGI ratings. The vast majority of respondents agree that both sets of symbols are CLEAR and USEFUL. [ 30 ] Consumer Study | November 2012 Portugal PEGI RATING SYSTEM SHOULD THE PEGI RATING SYSTEM ALSO APPLY TO APP AND SOCIAL GAMES? (ALL ONLINE RESPONDENTS) 68% 70% agree PEGI ratings should apply to app games agree PEGI ratings should apply to games on social network sites HOW THE AGE RATING SYSTEM FOR VIDEOGAMES SHOULD COMPARE TO MOVIES (ALL ONLINE RESPONDENTS) % AGREE WITH STATEMENT THE MOST 30% The age rating system for videogames should be stricter overall than that used for movies 43% The age rating system for videogames and movies should be the same 4% 23% The age rating system for movies should be stricter overall than that used for videogames Don’t know/none of these 7 in 10 agree that PEGI ratings should be applied to app games and games on social network sites, as well as packaged games. 30% believe that the age rating system for games should be stricter than movies, and 43% believe the same level of strictness should be applied to both. FOR MORE INFORMATION DIRK BOSMANS Communication Manager Interactive Software Federation of Europe t: +32 (0) 2 612 1772 e: [email protected] w: http://www.isfe.eu PAUL MASKELL Research Director Ipsos MediaCT t: +44 (0) 20 8515 3467 e: [email protected] w: http://www.isfe.eu