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美国娱乐软件协会(ESA):2020年视频游戏行业报告(英文版)(24页).pdf

上传人: Me****y 编号:16544 2020-08-03 24页 4.62MB

1、2020 About the Video Game Industry ESSENTIAL FACTS TABLE OF CONTENTS Foreword A Nation of Gamers: Who We Are Why We Play How We Play Profiles of Video Game Players Families Ages 18-34 Ages 35-54 Ages 55-64 Ages 65+ ESA providing legal and policy analysis and advocacy on First Amendment, intellectual

2、 property, and technology/e-commerce issues; managing a global content protection program; owning and operating E3; and representing video game industry interests before federal and state governments. Created by the American entertainment software industry, the ESA Foundation works to make a positiv

3、e difference in the lives of Americas youth by providing scholarships to the next generation of industry innovators and supporting charitable organizations and schools that leverage entertainment software and technology. The ESA Foundation receives its primary funding proceeds from the signature ann

4、ual fundraiser Nite to Unite and other charitable initiatives. The ESRB is a non-profit, self-regulatory body that assigns age and content ratings for video games and mobile apps so parents can make informed choices. It also enforces advertising guidelines adopted by the video game industry and help

5、s companies implement responsible online and mobile privacy practices under its Privacy Certified program. ENTERTAINMENT SOFTWARE ASSOCIATION | THEESA.COM THEESA ESA FOUNDATION | ESAFOUNDATION.COM ESA_FOUNDATION ENTERTAINMENT SOFTWARE RATING BOARD | ESRB.ORG ESRBRATINGS ESA PARTNERS To learn more, v

6、isit theESA.com, email at infotheESA.com, and follow us on Twitter theESA 22 ESA ESSENTIAL FACTS 2020 Activision Blizzard, Inc. BANDAI NAMCO Entertainment America, Inc. Bethesda Softworks, LLC Capcom U.S.A., Inc. Deep Silver Disney Electronic Arts, Inc. Epic G

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本文概述了2020年关于视频游戏行业的基本事实,由娱乐软件协会(ESA)发布,旨在分析美国视频游戏玩家的习惯和态度。关键数据包括: 1. 美国有超过2.14亿视频游戏玩家,占美国总人口的绝大多数。 2. 约75%的美国家庭至少有一名成员玩视频游戏。 3. 64%的美国成年人和70%的18岁以下青少年定期玩视频游戏。 4. 大多数玩家认为视频游戏能提供心理刺激(80%)和放松(79%)。 5. 视频游戏帮助玩家保持联系,尤其是在全球疫情期间。 6. ESA成员包括多家知名游戏公司,如Activision Blizzard, Bandai Namco, Bethesda Softworks等。 7. ESA Foundation致力于通过提供奖学金和支持教育机构,培养下一代行业创新者。 8. ESRB提供视频游戏的年龄和内容评级,帮助家长做出明智的选择。 本文强调了视频游戏行业在美国文化中的重要性,以及它们在连接人们、提供娱乐和心理刺激方面发挥的作用。
"视频游戏产业现状如何?" "游戏如何影响我们的生活和连接?" "不同年龄段的人喜欢玩什么类型的游戏?"
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