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Exponetial Growth in Active Video Game Market, Report Finds

Posted: Thu Jun 27, 2013 11:06 am
by Digital Puppy
REPORT FINDS EXPONENTIAL GROWTH IN ACTIVE VIDEO GAME MARKET

Games Promote Healthy Lifestyles Among Players of All Ages
Washington, DC – June 27, 2013 – The active video games market grew sharply from 2002 to 2011, and will likely continue to expand through 2015, according to a new report released today by the Entertainment Software Association (ESA) and the President’s Council on Fitness, Sports & Nutrition (PCFSN).

“The enthusiasm surrounding active video games is fundamentally transforming how we play and engage in physical activity,” said Erik Huey, senior vice president for government affairs at ESA, the trade association representing U.S. computer and video game publishers. “Not only is this expanding market segment a promising growth opportunity for our industry, it is motivating families to exercise and lead healthier, more fulfilling lives.”

The report, “Active Games Market Analysis,” found that 20 percent of all games released in 2011 were active video games, up from 5 percent between 2002 and 2007. The report attributes active games’ rapid growth, in large part, to the emergence of motion-sensing consoles. Active game sales generated an estimated $750 million in 2012, and are expected to be a continued revenue driver for the industry through 2015 with the launch of the eighth generation consoles, the report found.

“It’s widely known that all kids should be active at least 60 minutes a day, but unfortunately only one-in-three kids are getting that recommended amount and study’s show they are now consuming over 7.5 hours of screen time every day,” says PCFSN Member and NBA All-Star Chris Paul. “And that's why I’m excited about the growing number of video games that are helping kids and families get active.”

The study was conducted by video game research firm EEDAR. Active games encourage healthy activity among children, engage new audiences in physical education classes, and provide a fun family activity. Between 2002 and 2012, the Entertainment Software Rating Board, the industry’s self-regulatory ratings body, gave more than 90 percent of active video games ratings of “E” for “Everyone” or "E10+” for “Everyone 10+.”

ESA and PCFSN also released a new video highlighting their partnership on the Active Play Presidential Active Lifestyle Award (PALA+) Challenge. Through this innovative program, Americans can earn their PALA+ through active video game play. The PALA+ program requires children to be physically active for 60 minutes each day and adults to be active 30 minutes a day, five days a week for six out of eight weeks. The video features ESA CEO Michael D. Gallagher, HHS Secretary Kathleen Sebelius, PCFSN Co-chairs Drew Brees and Dominique Dawes as well as PCFSN Members Allyson Felix, Billie Jean King, Michelle Kwan, and is available at http://www.theesa.com/newsroom/pala.asp.

ESA offers services to interactive entertainment software publishers, including conducting business and consumer research, providing legal and policy analysis and advocacy on First Amendment, intellectual property and technology/e-commerce issues, managing a global anti-piracy program, owning and operating E3, and representing video game industry interests in federal and state government relations. For more information, please visit www.theESA.com or follow us on Twitter: @RichatESA and @ESAGovAffairs.

The President's Council on Fitness, Sports & Nutrition educates, engages and empowers all Americans to adopt a healthy lifestyle that includes regular physical activity and good nutrition. Through its partnerships with the public, private, and nonprofit sectors, the President’s Council promotes programs and initiatives that motivate people of all ages, backgrounds, and abilities to lead active, healthy lifestyles. For more information about the President’s Council, visit www.fitness.gov and follow the President’s Council on Twitter @FitnessGov.