美国娱乐软件协会(ESA):游戏之力:2025年全球电子游戏产业报告(英文版)(33页).pdf

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美国娱乐软件协会(ESA):游戏之力:2025年全球电子游戏产业报告(英文版)(33页).pdf

1、Power of Play2025 GLOBAL VIDEO GAMES REPORT2|POWER OF PLAY|GLOBAL REPORT 2025POWER OF PLAY|GLOBAL REPORT 2025|3 5 Introduction 6 A Global Perspective on Video Games 7 The Global Video Game Player 8 Global Perspective:Spotlight on Gender 9 Global Perspective:Spotlight on Age 10 Global Perspective:The

2、 Benefits of Gameplay 12 Global Perspective:Video Games Connect People 14 Global Perspective:Video Games Improve Skills 16 Country Profiles 16 Australia 18 Brazil 20 Canada 22 Canada:Quebec 24 China 26 Egypt 28 France 30 Germany 32 India 34 Italy 36 Japan 38 Mexico 40 Nigeria 42 Poland 44 Saudi Arab

3、ia 46 South Africa 48 South Korea 50 Spain 52 Sweden 54 United Arab Emirates 56 United Kingdom 58 United States 60 Academic&Scientific ResearchMethodologyThe global survey was conducted by AudienceNet,gathering 24,216 responses across 21 countries on six continents:Australia,Brazil,Canada,China,Egyp

4、t,France,Germany,India,Italy,Japan,Mexico,Nigeria,Poland,Saudi Arabia,South Korea,Spain,Sweden,the United Arab Emirates,the United Kingdom,and the United States.Participants were aged 16-65+,and all qualified as active gamers,defined as playing video games for at least one hour per week via console,

5、PC/laptop,tablet,mobile,or VR.Quotas and screening criteria ensured a minimum of 1,000 active gamers per country.All respondents were recruited via professionally accredited consumer research panels.AudienceNet is a fully-accredited global consumer research company,currently conducting nationally re

6、presentative research in 52 countries.As a Market Research Society(MRS)Company Partner,AudienceNet is bound by the MRS Code Of Conduct,as well as GDPR in relation to the collection and handling of consumer research data.4|POWER OF PLAY|2025 GLOBAL VIDEO GAMES REPORTPOWER OF PLAY|2025 GLOBAL VIDEO GA

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