Philips Magnavox Videogames and the Entertainment Revolution Trigger Happy User Manual

Page 17

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Trigger Happy

19

videogames were indeed mainly a children’s
pursuit, but now games cost between twenty and
fifty dollars and are targeted at the disposable
income of adults. The average age of videogame
players is now estimated to be twenty-eight in the
United States; one 2000 survey reported that 61
percent of all U.S. videogamers are eighteen and
over, with a full 42 percent of computer
gameplayers and 21 percent of console
gameplayers thirty-six years of age or older.

1

More and more grownups choose to play
videogames rather than watch TV or go to the
movies. According to the European Leisure
Software Publishers’ Association, the British
videogame market already grosses 60 percent
more than total movie box-office receipts, and 80
percent more than video rentals. On the other side
of the Atlantic, Americans named videogames as
their favorite form of home entertainment for the
third year in a row in 1999. Twice as many people
nominated videogames as chose watching TV,
three times as many preferred videogames to
going out to the movies or reading books, and six
times as many preferred videogames to

_________________

1 According to figures published in the Interactive Digital Software
Association’s fifth annual Video and PC Game Industry Trends Survey,
2000.

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