9. In 2009 26% of gamers were over the age of 50 Source: ESA ‘Essential Facts’, 2009
10. and 25% under 18 Source: ESA ‘Essential Facts’, 2009
11. 40% of US gamers are female Source: ESA ‘Essential Facts’, 2009 www.laptopskinsplus.com
12. Average age of most frequent game purchaser is 39 Source: ESA ‘Essential Facts’, 2009
13. 62% of gamers play games with other gamers in person that is an increase from 56% in 2007 Source: ESA ‘Essential Facts’, 2009 gaming is increasingly social
14. Top 5 selling video games of 2008 Wii Play Wii Mario Kart Wii Fit Wii Super Smash Bros Xbox GTA IV Source: ESA ‘Essential Facts’, 2009 convergence to the hub
15. 70% of users are online gamers Source: NPD Study, October 2007 76% of users are online gamers 70% of users are online gamers
22. the virtual /real economy World of Warcraft has 11.5 million subscribers paying 14.95 US$/month
23. This makes $2.070 billion a year , excluding income from merchandising Avatar grossed $2.039 billion the virtual /real economy
24. pay-per-play business model monthly subscription patch releases consumer feedback & involvement the virtual /real economy
25. convergence of digital and physical time=money artificial scarcity black markets copyright the virtual /real economy
26. January 2010 South Korea’s Supreme Court rules virtual currencies are sound money and should be freely convertible for real, physical cash http://www.koreatimes.co.kr/www/news/nation/2010/01/116_58775.html the virtual /real economy