Posted by: Aaron Lockard on September 13, 2006 6:55:31 PM
88% Cite Stress Relief As a Benefit of Playing, While 74% Cite Mental Workouts; Psychologist Dr. Carl Arinoldo Comments
PopCap Games, the leading developer and publisher of casual games,
today unveiled the results of the largest survey of players of "casual"
computer/videogames ever conducted. Among the many surprising findings
of the survey, which involved more than 2,100 respondents from among
PopCap's customer base, were the answers given to questions about when,
where and why consumers turn to these family-friendly, non-violent
puzzle, word and simple action games. At the highest level, the survey
found that: more casual game players view the playing of such games as
an important leisure time activity than TV, reading, or spending time
with family and friends; 88% of respondents derive stress relief from
playing; over half play casual games on a daily basis; 71% are 40 or
older and fully 47% are 50 or older.
The survey, which reflects
the responses of 2,191 purchasers of at least one PopCap game, was
conducted in August, 2006 by leading market research firm Information
Solutions Group and carries a confidence interval of +/- 1.9%,
significantly better than the industry average. As the leading
developer and publisher of casual games in the world, PopCap's website
attracts more than 5.5 million unique visitors per month, and its games
(including Bejeweled, Bookworm, Chuzzle and Zuma) have been played
by hundreds of millions of consumers since the company's founding six
years ago.
"We've never set out to make a “healthy' game or a
“game for women' “ we simply try to make high quality, broadly
appealing, FUN games for everyone," said Jason Kapalka, co-founder and
Chief Creative Officer of PopCap. "We know from the many emails and
letters we receive that some portion of our customers derives health
benefits from the games, and that many view playing our games as a
major source of fun in their lives, but these survey results are
surprising even to us!"
Among the most interesting findings of
the survey were responses to questions regarding the location, duration
and reasons for playing casual computer games, defined for survey
purposes as "puzzle, word, simple action/arcade and other
family-friendly, non-violent games which can be played on computers and
mobile devices." Survey findings included:
Motives For Playing:
88% of players indicated they experienced stress relief from playing
casual games and 74% cited mental exercise as a benefit; when asked to
choose the most important reasons for playing, 41% picked "stress
relief/relaxation," more than twice the number (19%) who chose
"entertainment"; 27% said the games provided distraction from chronic
pain and/or fatigue, and fully 8% said they derived actual relief from
chronic pain and/or fatigue.
Dr. Carl Arinoldo, a Stony Brook
NY-based psychologist of 25 years and an author and expert on stress
management who has played casual games and advocates them as a source
of both stress relief and cognitive exercise, was not surprised by the
survey results. "Casual word and puzzle computer games, such as
“Bookworm' and “Bejeweled' can actually develop new cellular brain
connections thereby helping to keep the healthy brain active and
vital," he stated. "And by seriously attending to the word and puzzle
games, people can control stress by cognitively “blocking out' the
negative stresses of the day and ultimately train themselves to do this
more reflexively. Unlike traditional videogames that tend to
over-stimulate while they engage our minds, casual games have a calming
effect while still providing an acceptable level of distraction and
entertainment."
Leisure Time Priorities: When asked to identify
"important" leisure time activities from among more than a dozen common
such activities listed, more survey respondents picked "playing casual
computer games" (75%) than any other choice, including "reading a book,
newspaper or magazine" (73%), "spending time with friends or family"
(70%), "watching television or movies" (69%) or "listening to music or
the radio" (57%).
Player Makeup: 76% of players are female; 71%
are 40 or older and 47% are 50 or older; 46% are college graduates with
14% holding a master's or PhD; 53% have an annual household income of
$50,000 or more; 67% are married and 53% have at least one child.
(Fully one quarter of survey respondents hail from outside North
America.)
Gameplay Habits: Asked to name their favorite genres
of casual games, survey respondents selected puzzle (85%), word (62%),
arcade (61%) and card games (51%) as their top choices; asked when they
play casual games, respondents chose weekday evenings (51%), "late at
night before going to bed" (47%) and weekends (35%) as the most common
times they play “ with 11% stating they play during work hours. Dr.
Arinoldo noted that the sizable portion of survey subjects who
identified weekday evenings as a time when they play (as opposed the
smaller number who play on weekends) may correlate with higher stress
levels experienced during the work week.
Inveterate Players: 77%
of respondents stated they have been playing casual games for at least
three years and 49% indicated they have been playing for five or more
years; fully 21% said they've been playing for 10 or more years,
essentially since casual games first appeared on the Web. More than
half (57%) of all respondents say they play casual games on a daily
basis, and 90% said they play twice or more per week. On the same note,
over half of the respondents (52%) stated that they play casual games
for at least five hours per week, and 29% said they play for 10 or more
hours each week.
Segmentation By Gender: Interestingly, while
the overall audience for casual games is predominantly female, the
percentage of women under 40 who play casual games (26%) is
significantly smaller than men under 40 (36%). Further, of those men
who do play casual games, their history of playing such games is
generally much longer than their female counterparts' “ 61% of men said
they have been playing casual games for 5 years or more, while only 46%
of women said they'd been playing that long. However, female casual
gamers are making up for lost time by playing more frequently and for
longer periods of time: 60% of all female casual gamers say they play
on a daily basis, compared to 44% of men, and 29% of women casual
gamers say they play for 10 or more hours per week compared to 22% of
men. Women also play for longer stretches, with 43% saying their casual
games sessions typically last an hour or more, compared to 31% of men.
"Women tend to be more in touch with their feelings and more
introspective than men, generally speaking, so it's logical that when
they're feeling stressed women would seek out some sort of remedy such
as playing casual computer games," said Dr. Arinoldo.
The
reasons for playing casual games also varied between men and women:
when asked to choose the most important reasons for playing, 44% of
women included "stress relief" among their choices, compared to 33% of
men. In addition 17% of women chose "entertainment" as a reason for
playing compared to 24% of men. Finally, the types of casual games
enjoyed by each gender were significantly different: while men chose
more game genres and identified simple sports, war, role-playing and
other simulations between 14% and 18% of the time, women cited those
genres only 1% to 9% of the time (including 1% of women choosing
"war/combat" games, compared to 18% of men). Women named "puzzle"
(87%), "word games" (66%) "arcade" (60%) and "card games" (53%) as
their top genres, compared to 79%, 47%, 62% and 45% of men choosing
those respective genres.