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ESA Reveals 72% of U.S. Children Want Games This Holiday Season

Latest data from the ESA reveals that 72% of U.S. children want video games this holiday season. Explore preferences, parental guidance, and implications for web3 gaming.

Eliza Crichton-Stuart author picture}

Eliza Crichton-Stuart

Head of Operations

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The Entertainment Software Association (ESA) conducted a survey among U.S. adults and children aged 10-17 to uncover the top preferences for this holiday season. The findings reveal that a significant 72% of kids are inclined to request video game-related gifts from their parents. Following closely behind are preferences for money/gift cards (70%), clothes/accessories (66%), and electronics/tech items like phones and smartwatches (62%). In contrast, a smaller percentage of wish lists include physical toys and games (38%), tickets and experiences (32%), arts and crafts (28%), and books (26%).

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Holiday Game Sales

Breaking down the data by gender, the majority of both girls (59%) and boys (86%) express an intention to ask for video game gifts during the holidays. The top five specific requests include game subscriptions (39%), game consoles (38%), game gear/accessories (32%), in-game currency (29%), and physical video games (22%). 

In terms of adult plans for holiday shopping, approximately one in three (32%) individuals express an intention to purchase video game gifts either for themselves or others. This percentage notably rises to 57% among parents. Those adults planning to buy video game-related presents anticipate spending an average of $485 on these gifts.

As parents gear up to fulfill these wishes, the ESA underlines the importance of understanding the available tools for ensuring a safe gaming experience. Three practical steps are recommended: reviewing game content, utilizing parental controls, and maintaining open communication with young gamers.

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In a recent deep-dive, we covered key findings from the 2023 Unity report highlighting a notable surge in toxic behavior within multiplayer games. Our detailed analysis explored data collected from the United States, the United Kingdom, and South Korea, involving 2522 players and 407 developers. Our summary of the report uncovered a growing prevalence of toxic encounters and delved into common forms of toxicity, along with the responses from both players and game creators.

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Player toxicity in games is important for industry leaders to be aware of. As the number of gamers globally grows at unprecedented rates it is vital to learn more about ways to combat toxicity in games, ensuring a more enjoyable experience for players and payers. 

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More than 212 million Americans play video games regularly, so it comes as no surprise that games are at the top of this year’s wish lists. Whether a family is getting a new console, updating their controllers and headsets or adding to their library with new games and expansion packs, we know video games are a great tool for families to play together and connect during the holiday season and beyond.

Stan Pierre-Louis, President and CEO, ESA

These survey findings hold particular relevance in the context of the emerging landscape of web3 gaming. As the demand for video game-related gifts remains robust among both children and adults, it underscores the enduring popularity and cultural significance of gaming.

In the realm of web3 gaming, where blockchain technology introduces novel possibilities for ownership, interoperability, and decentralized experiences, these consumer preferences can guide developers and stakeholders in shaping the future of interactive entertainment. Understanding these preferences is vital for a joyful, safe, and responsible holiday season for young gamers.


Reports

updated:

February 20th 2024

posted:

November 29th 2023

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