Government poll supports an R18+ classification
In December 2010 Minister for Home Affairs, Brendan O’Connor, released the results of a national telephone poll conducted by independent research company Galaxy research which found 80% support for the introduction of an R 18+ classification for computer games.
The poll covered 2,226 respondents aged 16 years and over from all Australian States and Territories.
The poll asked participants to indicate how strongly they agreed or disagreed with a number of statements relevant to an R 18+ classification, then answer the question ‘Should there be an R 18+ classification category for computer games in Australia?’ These poll questions are included in the report which is available for download.
A wide range of demographics were covered, including; age, gender, capital cities (versus elsewhere), work status, marital status, household income, children under 18 years in the household and level of education (below year 12 and year 12+). Age, gender and location demographics were weighted to reflect the latest ABS population estimates.
Download the telephone poll results:
NZ Achieves Record Video Games Sales Despite Tough Economic Climate
-Computer and Video Game Sales Crack $170 million in 2009-
New Zealand, January 26, 2010 – New Zealand’s interactive gaming and entertainment industry shows no signs of an economic slowdown achieving a record sales result of just over $170 million for the 2009 calendar year.
Despite the economic challenges of the last 12 months, sales data compiled by independent market research group GfK Retail and Technology Australia indicates computer and video gaming sales of $170 million – an increase of 12 per cent from 2008. The data includes all sales from hardware, gaming peripherals and traditionally boxed software, yet excludes revenue generated from online retail sales, downloadable content, online games subscriptions and games delivered to mobile phones.
‘Family Games’ are a key factor to the industry’s growth proving to be the number one selling genre in 2009. 27% of all software sales were from the ‘Family Games’ genre – up 34% from 2008.
Growth figures for the New Zealand market were three times larger than Australia’s gaming market which recorded a 4 per cent growth.
According to Mark Goodacre, President of ISANZ, the record sales results reveal the strength of New Zealand’s interactive gaming market, particularly compared to overseas markets that have seen smaller or negative growth figures due to last year’s turbulent economic climate.
“New Zealand’s interactive gaming industry continues to buck global trends and achieve steady growth in sales despite last year’s tough economic climate. Video games have joined mainstream entertainment as a popular pastime that involves the entire family,” said Mr Goodacre.
Hardware sales increased by 13.51% per cent from last year and software sales remain steady with 1.132 million units sold in 2009 compared to 1.075 million units sold in 2008.
Sales for gaming peripherals also experienced an increase of 37%, which is no surprise considering the sheer number of households in the country that now own gaming consoles.
“Despite the economic challenges of the last 12 months, interactive gaming has proven to offer families good value entertainment. We expect that in 2010 the industry will continue to maintain its steady sales performance as playing video games becomes as popular as watching television or surfing the net,” said Mr Goodacre.
– Ends –
About ISANZ:
Interactive Software Association of New Zealand is a trade body designed to represent and encourage the growth and development of the software industry throughout New Zealand. The Association is made up of eight members, Total Interactive, Microsoft, Sony, Electronic Arts, Mad Man, Monarco Corp, Atari and Take Two.
Contact details:
For further information please contact:
Bob Glancy – bob_isanz@yahoo.co.nz; 021 612 920
Games Sales Resilient in 2009 Despite Tough Economic Climate
-Video Game Sales Crack $2 billion in 2009-
Sydney, January 20, 2010 – Australia’s interactive gaming and entertainment industry continues to hold its own achieving a record sales result of just over $2 billion for the 2009 calendar year.
Despite last year’s challenging economic climate, sales data compiled by independent market research group GfK Retail and Technology Australia reveal video and computer gaming sales record of $2.05 billion – an increase of 4 per cent from 2008. The data includes all sales from hardware, gaming peripherals and traditionally boxed software, yet excludes revenue generated from online retail sales, downloadable content, online games subscriptions and games delivered to mobile phones.
‘Family Games’ remain key to the industry’s stability proving to be the best selling genre for the second year in a row. 27 per cent of all games sold were from the ‘Family Games’ genre – up 11 per cent from 2008. The second most popular genre was Action, making up 15 per cent of all games sold.
According to Ron Curry, CEO of the Interactive Games and Entertainment Association (iGEA), the healthy sales results highlight the buoyancy of Australia’s video and computer gaming industry, particularly compared to overseas gaming markets that have not seen increases in sales due to the economic turbulence of the past 12 months.
“Australia’s interactive entertainment industry continues to maintain sales despite the global economic slowdown. Video games remain a popular household pastime that can be played by the entire family. Whilst a modest increase, we need to view this against a very tough economic environment and avoid comparing it to last year where consumers used their Government stimulus package to invest in a form of entertainment that brings the whole family together and can be enjoyed time and time again,” said Curry.
Software sales increased by 6 per cent from last year and hardware sales remain steady with 2.247 million units sold in 2009 compared to 2.249 million units sold in 2008.
Sales for gaming peripherals also experienced an increase of 31 per cent, which is no surprise considering the sheer number of households in the country that now have consoles.
“Despite a challenging economic climate, interactive entertainment has proven to offer families good value entertainment. We expect that in 2010 the industry will continue to maintain its steady sales performance as playing video games becomes as popular as watching television or surfing the net,” said Curry.
Healthy three quarter sales signals plenty of Christmas cheer for Australia’s Interactive Games Industry
With just one quarter to go, retail sales for video and computer games are poised to outstrip last year’s record figure that fell just short of $2billion ($1.96billion).
Futurelab Gaming in Families Research: Parents’ & childrens’ views on and experiences of gaming
Ipsos MORI recently conducted research on behalf of Futurelab consisting of two surveys – one with parents of children under 16 and one with children aged 5-15, with the key objective of examining their views on and experiences of video/computer gaming.
A full copy of the research findings can be downloaded here.
Buoyant Video and Computer Game Sales Nudge $2 Billion
-Family games drive record sales in 2008-
Sydney, 20 January, 2009 – Australia’s video and computer game industry has shown no sign of an economic slowdown by recording its largest ever sales result of $1.96 billion for the calendar year – an increase of 47 per cent from 2007. (more…)
Interactive Entertainment Industry Announce Record Sales of $1.5 Billion
The Interactive Entertainment Association of Australia (IEAA) has announced that Australia’s videoand computer game industry has recorded sales of 1.57 billion dollars over the last financial year. The figures indicate an increase of 52.9 per cent on sales of games software, consoles, peripherals and PC games for the previous corresponding period. (more…)
Byron Review – Children and New Technology (UK)
The Byron Review is about the needs of children and young people. It is about preserving their right to take the risks that form an inherent part of their development by enabling them to play video games and surf the net in a safe and informed way. (more…)
Skyrocketing Sales for Australian Gaming Industry in 2007
Sydney, Australia – 22 January 2008 – The Interactive Entertainment Association of Australia (IEAA) has announced that Australia’s gaming industry sales figures skyrocketed to 1.3 billion dollars in 2007. These figures meet end of year financial predictions set in mid-2007 and confirm a new sales record for Australia’s gaming industry. (more…)
Billion Dollar Gaming
Australian gaming industry tops the billion dollar mark over financial year
Sydney, Australia 30 July, 2007 – Australia’s gaming industry has officially
come of age, breaking the $1 billion sales mark over the past financial year,
according to the Interactive Entertainment Association of Australia (IEAA).
(more…)
Women & Over 60’s Drive Demand for Video and Computer Games
79 per cent of Australian households now play interactive games
Sydney, Australia – 31 January 2006 – A research report released today showed women and older Australians are the fastest growing audiences for computer and video games. (more…)