Video Games: Attitudes and Habits of Adults Age 50-plus For More Information: G. Oscar Anderson, AARP Research,
[email protected] May 2016 https://doi.org/10.26419/res.00125.001 1 Prepared For AARP By GfK Public Affairs And Corporate Communications 2 Table of Contents Objectives and Methodology 4 Key Findings 5 Detailed Findings 10 Devices Owned and Played 11 Video Game Usage 22 Influence and Discovery 37 Appendix 50 Where Specific Devices/Systems Are Used 51 Demographics 68 Questionnaire 77 3 Objectives and Methodology Objectives To explore the attitudes and habits of Americans aged 50+ toward playing video games Age 50 or older; gamers must own a device (e.g. computer, tablet, console, handheld, etc.) Qualifications and play a video/online game on an owned device at least once per month Sample GfK KnowledgePanel®, n=2,964 (gamers, n=1510; non-gamers, n=1454) Methodology Online survey via GfK KnowledgePanel®, with sample targeting panelists age 50 or older Interviewing dates March 9-17, 2016 The data is weighted at two levels: first, to demographics among total respondents; Weighting second, to demographics within gamer/non-gamer groups among qualified respondents Overall (minutes): 7.9 (median); Gamers: 13.4 (median); Non-Gamers: 3.4 (median); Full Questionnaire length questionnaire is located in the appendix. 4 Key Findings 5 Key Findings • Close to four in ten adults aged 50+ are gamers (38%) while 62% are non-gamers. – Women are more likely to be gamers than men – 40% of women are gamers vs. just 35% of men. – Gamers were defined based on questions related to ownership of various systems/devices, and whether respondents had personally used any of those devices for playing video games at least once per month.