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Older Kiwis make up largest group of new gamers: report

Sathya Mithra Ashok | Oct. 30, 2013
According to the Digital New Zealand 2014 report, most gamers in the country are adults, with 71 percent over 18, and the average age is 33 years

New Zealanders in their 40s and 50s make up the largest group of new gamers in the last two years, and those aged 51 and over now make up close to a fifth of the gaming population.

According to the Digital New Zealand 2014 report released yesterday, the majority of gamers in the country are adults, with 71 per cent of them being over the age of 18, and the average age of the typical gamer touching 33 years.

The report states that New Zealanders over 51 years of age play games to keep their mind active, challenge themselves and learn. Conversely, younger gamers (aged 16 to 25) choose to play games for social interactions, thrills and to relieve boredom.

Dr. Jeff Brand, Professor at Bond University and author of the report said, "When we conducted the first report in 2010, video games were still seen as a medium aimed at younger children who only played on a console or PC. Today, the profile of the typical gamer is nearly synonymous with the profile of the typical New Zealander."

According to the report, the number of New Zealanders playing games on a tablet device has doubled to 22 per cent in the last two years. A further 44 per cent of New Zealanders play games on their smartphone device, up from 38 per cent in 2010.

PCs and consoles are still used by the majority of New Zealanders with 60 per cent of households using a PC to play video games and 53 per cent using a console. Nine in ten households have at least one device for playing interactive games, and 86 per cent of parents who consume video games play with their children.

Conducted by Bond University, and commissioned by the Interactive Games and Entertainment Association (IGEA), Digital New Zealand 2014 is the third study in a series that looks into the gaming sector in the country and provides data on computer and video games uses and attitudes, as well as broader community concerns and issues around interactive entertainment.


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