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统计显示电脑游戏玩家平均年龄为37岁

作者: 艳艳 来源: 时间: 2012-11-05 阅读: 博彩趣文

  尽管玩计算机游戏经常被称为是一种小孩子的行为,然而娱乐软件协会(Entertainment Software Association,ESA)的一项最新研究发现,这种想法不可能太偏离事实。

  根据作为游戏行业代表的这一机构的研究,游戏玩家的平均年龄是37岁。此外,游戏购买者的平均年龄是41岁。因为许多父母和他们的孩子一起玩游戏。娱乐软件协会(ESA)说,45%的父母“至少每周”与其孩子一起玩游戏。

  这些统计数字对于娱乐软件协会(ESA)和作为一个整体的该行业来说非常重要。过去几年里,游戏行业经常成为批评家和立法者的抨击目标,他们说,孩子们很容易买到像《侠盗飞车》(Grand Theft Auto,GTA)等成人级(mature-rated)的游戏。

  然而今年4月,联邦贸易委员会(FTC)发布了《暗中购买调查》(undercover shopper survey)结果,该调查发现13%的未到法定年龄的少儿能买到专为17岁以上人群设计的成人级游戏。另一方面,当孩子们试图购买R级DVD时,38%的青少年能成功买到这些DVD。

  为了加强和进一步说明这一情形——大多数孩子正被远离暴力或露骨的性游戏。娱乐软件协会(ESA)今天透露,这些案例中的91%是父母参与购买或租游戏DVD。此外,90%的父母说他们知道他们的孩子所玩游戏的内容。

  基于计算机游戏内容对其进行定级的“娱乐软件定级委员会”(Entertainment Software Rating Board ,简称ESRB)也受到父母们高度的称许。娱乐软件协会(ESA)说,86%的父母知道游戏的定级,而且其中98%的人相信他们是对的。

  即便如此,这仍不能阻止批评家将该行业和其定级系统作为批评目标。去年9月,呼吁为游戏行业立法的常识媒体(Common Sense Media)的创始人和CEO詹姆士·斯泰耶(James Steyer)公布了他自己公司的研究结果——72%的父母支持法律禁售“极端暴力的或性暴力的”计算机游戏。

  斯泰耶说,“这一民意调查结果显示,父母们不仅非常重视极端暴力的或性暴力计算机游戏的影响,而且觉得游戏行业几乎没有做足够的工作以保护孩子远离那些极端暴力的计算机游戏。”

  尽管如此,游戏行业继续成为赚钱的大产业。根据娱乐软件协会(ESA)的研究,该行业去年的收益是251亿美元,去年包括移动应用和社交游戏在内的数字游戏收益达59亿美元。

  译文:

  Though playing video games is often called a child's activity, a new study from the Entertainment Software Association has found that that perception couldn't be further from the truth.

  According to the organization, which represents the game industry, the average gamer today is 37 years old. Moreover, the average game buyer is 41 years old. Because of that, a greater number of parents are playing games with their children. The ESA said that 45 percent of parents play games with their kids "at least weekly."Those statistics are quite important to the ESA and the industry as a whole. Over the last several years, the gaming business has been targeted by critics and lawmakers who say that mature-rated titles, like the Grand Theft Auto franchise, among many others, are too easy for children to buy.

  However, in April, the Federal Trade Commission released the results of an "undercover shopper survey" that found just 13 percent of underage teenagers were able to buy mature-rated games that are designated as only suitable for those 17 and older. When children attempted to buy R-rated DVDs, on the other hand, 38 percent of them were successful.

  To add to that and further make its case that the majority of kids are being kept away from violent or sexually explicit games, the ESA revealed today that parents are involved in the purchase or rental of games in 91 percent of cases. In addition, 90 percent of parents said that they are aware of the content in the games their children are playing.

  The Entertainment Software Rating Board, which assigns ratings to video games based on their content, was also highly touted by parents. The ESA said that 86 percent of parents are aware of game ratings, and out of that group, 98 percent believe they are accurate.

  Even so, that hasn't stopped critics from taking aim at the industry and its ratings system. In September, James Steyer, the CEO and founder of Common Sense Media, an organization that touts legislating the gaming industry, pointed to his own firm's study that found 72 percent of parents would support a law that bans the sale of "ultraviolent or sexually violent" video games.

  "The results of this poll clearly show that not only do the effects of ultraviolent or sexually violent games weigh heavily on the minds of parents but also that parents feel that the video game industry isn't doing nearly enough to protect kids from accessing the most ultraviolent games," Steyer said.

  Regardless, the gaming industry continues to be big business. According to the ESA's study, the industry generated $25.1 billion in revenue last year. Digital game revenue, including mobile apps and social games, hit $5.9 billion last year.Though playing video games is often called a child's activity, a new study from the Entertainment Software Association has found that that perception couldn't be further from the truth.

  According to the organization, which represents the game industry, the average gamer today is 37 years old. Moreover, the average game buyer is 41 years old. Because of that, a greater number of parents are playing games with their children. The ESA said that 45 percent of parents play games with their kids "at least weekly."Those statistics are quite important to the ESA and the industry as a whole. Over the last several years, the gaming business has been targeted by critics and lawmakers who say that mature-rated titles, like the Grand Theft Auto franchise, among many others, are too easy for children to buy.

  However, in April, the Federal Trade Commission released the results of an "undercover shopper survey" that found just 13 percent of underage teenagers were able to buy mature-rated games that are designated as only suitable for those 17 and older. When children attempted to buy R-rated DVDs, on the other hand, 38 percent of them were successful.

  To add to that and further make its case that the majority of kids are being kept away from violent or sexually explicit games, the ESA revealed today that parents are involved in the purchase or rental of games in 91 percent of cases. In addition, 90 percent of parents said that they are aware of the content in the games their children are playing.

  The Entertainment Software Rating Board, which assigns ratings to video games based on their content, was also highly touted by parents. The ESA said that 86 percent of parents are aware of game ratings, and out of that group, 98 percent believe they are accurate.

  Even so, that hasn't stopped critics from taking aim at the industry and its ratings system. In September, James Steyer, the CEO and founder of Common Sense Media, an organization that touts legislating the gaming industry, pointed to his own firm's study that found 72 percent of parents would support a law that bans the sale of "ultraviolent or sexually violent" video games.

  "The results of this poll clearly show that not only do the effects of ultraviolent or sexually violent games weigh heavily on the minds of parents but also that parents feel that the video game industry isn't doing nearly enough to protect kids from accessing the most ultraviolent games," Steyer said.

  Regardless, the gaming industry continues to be big business. According to the ESA's study, the industry generated $25.1 billion in revenue last year. Digital game revenue, including mobile apps and social games, hit $5.9 billion last year.