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