Video Games Score 5% of U.S. Household Entertainment Budget

February 22, 2010

U.S. consumers face a dizzying array of choices in how to spend their media and entertainment dollar. At the same time, the current economic climate has put even more pressure on how households make decisions. With these forces in mind, Nielsen Games surveyed more than 3,000 U.S. consumers to examine their overall entertainment spend with a focus on the video game category.

A baseline for thinking about entertainment spending is the notion of “share of wallet,” defined here as the percentage of monthly spending for all entertainment options by a household. At a macro level, the video game category represents 5% of total U.S. households’ entertainment spending. Among households that are active buyers in the video game category, this figure is nearly double, with over 9% of total entertainment spend attributed to game-related content.

Monthly Entertainment Share of Wallet (%)
Category All U.S. Homes Video Game
Buying Homes
Participating in activities such as dining out, shopping, going to a museum 24.8 20.4
Regular TV packages (such as basic cable) 17.9 13.0
Participating in non-media activities at home, such as hobbies 6.9 7.7
Attending live events (such as concerts or sporting events) 5.9 6.3
Seeing movies at a theater 5.4 5.9
Cellular phone-related entertainment (all but calling plan) 5.3 5.3
Video game content (new and used games, downloadable content, rentals, peripherals) 4.9 9.3
Buying or subscribing to magazines, books or newspapers 4.2 3.4
Premium TV packages (such as HBO) 4.1 3.7
Buying or renting feature films on DVD, Blu-Ray or video 3.5 4.3
Participating in personal wellness activities 3.4 3.4
Participating in sports activities 3.1 4.1
Other mentions 3.0 3.4
Buying CDs, MP3s, or other forms of music 2.8 3.8
Entertainment-related options on the internet (website subscriptions) 2.2 2.7
Satellite radio subscription 1.3 1.5
Buying Video-On-Demand or Pay-Per-View 1.2 1.8
Source: The Nielsen Company

= Over-index at 120% or more vs. Total US Households

= Under-index at 80% or less vs. Total US Households

Before jumping further into the analysis, there is one important point to keep in mind. Put simply, shares do not equal dollars. Individual households spend different amounts in total on entertainment, which may deflate or inflate shares for a given category. In addition, these results are a reflection of consumer claims that are useful directionally in understanding how consumers perceive their allocations of money.

Video game category buyers (those spending at least $1 per month on game-related content) comprise 24% of U.S. households, and their share of wallet profiles paint a picture of valuable, tech-savvy entertainment consumers. Besides video games, they over-index substantially on DVD/Blu-ray, music, online entertainment, and VOD share of spending. They are also higher in share for movie-going, sports activities, and live events. These higher shares come at the expense of more established media options like basic cable and print media, where video game category buyers under-index notably.

Given the 24% buyer base, the video game category is notable for what other forms of entertainment it surpasses in share of spending for the average US home: all print media (4.2%), premium TV packages (4.1%), DVD/Blu-ray purchases and rentals (3.5%) and music in all its forms (2.8%).

More insights on gamers, console dynamics, and game buying will be featured in the inaugural Nielsen 360° Gaming Report: United States Market, available in March.

For press inquiries or for more information on this article contact Nielsen
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  • http://www.activegamingmedia.com Anthony

    That's interesting, and that may be one of the reasons why the music industry numbers, for example, are decreasing: there are so many media that money needs to be split at some point.

  • http://www.sc2guidereviews.com Cody

    Expect it to go up as more gaming companies are increasing their monetization efforts out of the same titles. Take Starcraft 2 for example, they have actually split the game up into 3 parts, each charging 60$ per game, and a new part of the same title will be put out at least yearly.

  • http://www.StarcraftStrategiesCenter.com Starcraft Strategies

    Cody, I find that to be a disturbing trend. Increasingly gamemakers are stripping their games of "features" so they can profit from "unlocked" features. I don't buy it.. its just another way to gouge consumers. It might work for iphone games, but they should just release the full game outright.

  • http://www.starcraft2guidestore.com StarCraft 2 Zeratul

    In reply to Starcraft Strategies : This is nothing new. The same was done with the Lord of the Rings movie trilogy. This is a big industry and of course they want to milk every single extra cent they can.

  • http://www.sc2review.com/ Eric

    I think we'll continue to see video games climb the charts. For example, while the actual number of units sold will always be less than movie tickets, typical games (such as starcraft 2) cost $60, with the additional expansion packs expected to cost at least $30 each if not more. A movie ticket (or CD) can't compare.

  • http://www.sc2review.com Eric Starcraft

    This is typical hollywood – expect this trend to continue!

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