According to a research note released by Piper Jaffray, video games are accounting for eight percent of teens’ total budgets. The firm received survey responses from over 6,000 teens, with the average age of the participant being 16 years old.
The eight percent figure is up three percentage points from three years ago.
The research, entitled “Taking Stock With Teens”, released some other interesting data. It found that teens account for 35 percent of all video game players–a figure that, while high, most people might think would be a bit higher. It also found that 53 percent of teens said they’d be willing to buy downloadable content for console games, 38 percent would purchase mobile games, and 25 percent of them play games through social sites (i.e., Facebook).
Some of these numbers, especially the downloadable content numbers, seem a little on the low side. In the case of downloadable content, the question simply states if they are open to purchasing content–not have they, or are they going to. Is 47 percent of the teen market (still the biggest single demographic for gaming companies to target) really against the concept? While the concept of downloadable concept is somewhat of a recent phenomenon, I can’t help but question whether that size of the market is completely against the practice.