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[This unedited press release is made available courtesy of Gamasutra and its partnership with notable game PR-related resource GamesPress.]

The Interactive Software Federation of Europe (ISFE), representing the European video games industry, has published a new report containing detailed consumer information about gaming habits, broader media interests, online gameplay, gaming in a family context and the PEGI age rating system. Nearly 15,000 online respondents from 16 European countries completed the survey.

In respect of the UK, the study’s key headlines note:

·  Incidence of gaming amongst the online population is 40%

·             43% of parents play games with their children

·             The majority of children (aged 6-15) are buying or receiving games

·             Half of the online population recognises PEGI age rating symbols

·             30% of the online population are very or fairly interested in gaming

The full report and 16 individual country reports can be accessed at:

Simon Little, Managing Director of ISFE said: " We are delighted to see gamers represented so broadly across the European population. It shows beyond doubt that gaming has taken its place as an established form of entertainment, having become so easily accessible on so many platforms and devices over the last few years. It is great to see that 1 in 2 people in Europe recognise the PEGI age labels and that nearly everyone finds them clear and useful. This provides the necessary impetus to educate the parents that are not yet aware of them."

Laurie Hall, Director General of the VSC said: “This is a comprehensive study that clearly indicates how gaming has progressed to become a major form of entertainment in its own right.  From a ratings perspective it is gratifying to see that 51% of respondents recognize the PEGI ratings symbols with 86% finding the symbols clear and understandable whilst 89% find them useful.

In addition, it is also interesting to note that  66% of the respondents agree that PEGI ratings should also apply to app and social networking games.

The study also dispels the myth that video gaming is predominantly a solitary and obsessive pastime played by isolated teenagers who have no other interests.”



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