At Tied the Leader, we pay a lot of attention to gamer culture. Our primary interest is not on the machinations of the gaming industry, as much as the consumers that vote thier interests with their wallets. Of course, we are intrigued by the developers who are cultivating the next killer application for our amusement; but there are plenty of sites to break their stories. TTL is a social experiment aimed at who plays the game, and how they play it.

To understand the culture of a specific group of people, one must know who those people are. In an attempt to better understand his audience, this gamerblogger returned to the treasure trove of statistical analysis maintained by the The Entertainment Software Association. Since my last visit to that online resourse, they had updated their offering with a report on the Top Ten Facts about the Gaming Industry.
Check out this analysis of their findings, conducted using the filter of the reflective visor of a Mjolnir Helmet…
Not only is gaming the most profitable corner of the mass-media, it is the fastest growing, resulting in a land-rush into environments like Xbox Live. This culture is new, and expanding exponentially, meaning that we are making it up as we go along.
2. Sixty-seven percent of American heads of households play computer and video games.
This culture is more pervasive than one would think. It is ruled by the master of the house. Gamers are not some sad minority. There are more of us than there are people who are not us.
3. The average game player is 33 years old and has been playing games for 12 years.
This is not a pastime dominated by children. It’s an adult culture. Sometimes it seems like foul-mouthed kids are the archetypal faces of our scene, but that’s just because they are usually the loudest voices in the room.
A commanding majority of the financial decision makers that consume video games are adults. Their average age is almost over the hill, even! If game developers want to stay busy and popular, they need to lay OFF the Mario and keep spinning out mature subject matter. Why was Halo 3 the widest release in the history of media? It’s because that’s what 38 year olds want to play. Barbie Horse Adventures, anyone? Didn’t think so…
Despite the over-abundance of adults that control cash-flow in the gaming industry, developers are still pandering to younger [or broader] audiences. While this is clearly a move to expand their consumer-base, there is a larger and more loyal buying public that is suited to play games rated M for Mature. Give us our shooters!
Most game players under the age of 18 are freaking liars! If parents played a more active role as, well, parents, Xbox Live would be a far more pleasant scene. Being present when your child buys a game is only the first step. To teach the lessons that a child needs in order to be a contributing member of society, a parent needs to be present when they play as well. If not present, they could at least eavesdrop from the next room.
Having a kid chews into your Halo time. Inevitably, it leads to Rock Band. At the same time, parents are passing the controller on to their kid – insuring the longevity of the gaming industry’s reign. Could it be that American has a new pastime?
Almost 2 out of every 5 gamers is a chick! And, there are more grown-up women playing video games than there are young boys? That can’t be true. That’s impossible!!! If this is true, it is highly possible that the 38% of the feminine population is not turned on by Halo. Barbie Horse Adventures, anyone?
While the influence of more senior gamers is still growing, that demographic of the gaming population does taper off over time. It is possible to grow out of a healthy gaming habit. This trend seems to be diminishing as the stygma of being a gamer is dilluted. Playing Halo and collecting a social security check is NOTHING of which to be ashamed!
Online gaming is the wave of the future – and the present. Half of the gamers that feed the industry want to engage live targets. Their numbers are growing. Bungie’s standard-setting approach to online multiplayer is what sets the Halo Franchise ahead of the pack. Their offering is relevant to almost 50% of the buying public.


The ESA also represents companies that create casual internet games. I hope this doesn’t come off as sexist, but I would surmise that many of those women are playing card games and sudoku online as opposed to pwning n00bs.
No, Arlo. They are playing Barbie Horse Adventures.
Sudoku is not a video game, because it requires MATH!
Great article, XerxdeeJ, and interesting stats!
I do think their definition of a gamer is much more lax than ours. If I remember correctly it means you play at least a few hours per week.
I don’t know how to play Sudoku, but I always figured it was more like a Rubick’s Cube than a math problem.
well i for one actually know how to play sudoku lol not really MATH more of fill in the blank. but i actually play video games more like a few hours a day and if im not mistaken thats a GAMER!
31 year father and husband here, playing games since I was 10. And the women are playing Boogie Bunnies(whatever the hell that is)