Age range: 28-38
Primary gender: Male
Region: EU
Video-Game Statistics
For a business to produce an accurate and precise brand image, their target audience must be determined. Producing an ad on different social media platforms will help collect information about potential customers, also known as demographics; this information could include age, region and gender of the user that clicked on the advertisement (which should lead to an official website or existing social media page). For example, an organisation looking to produce a first person shooter, collecting data about the user’s region will inform the business of their most popular geographic locations and, using that information, the company can either adapt their approach to better suit the most popular region.
A US study into video-game players in 2016 suggested that the average player is 35 years old and gender is almost split equally overall – these statistics would change per game franchise. It was shown that “women age 18 or older represent a significantly greater portion of the game-playing population (31%) than boys age 18 or younger (17%)”. Although this divide may widen between genres and total time spent playing video-games, it’s quite apparent that this gap has continued to close over time, according to another US study in 2018.
Similar to almost any other industry, trends change often and it’s best to be aware of what is popular at the time of publishing. In the above chart, it is shown that the best selling genre for video-games in 2015 was “shooter” (24.5%) – including both first person and third person. Keeping up to date with trending genres can help broaden an audience and increase overall profits; a great example of this PR miracle would be games that include a form of ‘battle royales’, in which 20+ players are pitted against each other in either small teams or as individuals for the winning title.
Movie Genre Popularity
As predicted, most movie genres are liked somewhat equally by both men and women. However, there are a small handful of genres that tip the scales. For example, the diagram above states that romantic and romantic comedies and favoured more by women, whereas sci-fi and horror are at least 10% more popular among men.
To comprehend the bigger picture, it’s important to understand the the percentage of individuals by age, as well as the group’s own gender divide. The chart provided above states that 28% of film fans are within the 15-24 age bracket; this group is then split 15:13 from male to female. Again, using this image, it’s quite apparent that those aged 55 and up visit the theatre the least; out of that 8% age bracket, it’s clear that 2% more men attend viewings at their local cinema.
Conclusion
The data pulled from the sources linked above (and in the bibliography) suggest that video-game players and film fanatics in general consist of an approximately equal split, and will continue to merge over the coming years – especially when it comes to young children and adults between the ages of 21-40, however, the divide does swing drastically toward males between the ages of 13-20. On the other hand, when these extensive statistics are broken down into video-game categories and movie genres, it becomes quite clear that men prefer science fiction and horror while women favour romance and adventure.
In summary, it’s important to understand that current trends and careful marketing are crucial to a successful release. However, as the gender divide shrinks, and video-games become more accessible to both younger and older audiences in the extremes, it should become far more difficult to target specific groups. None of the information gathered on this wepbage can be accurately utlised to serve any purpose for units 9-10 western diorama.



