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Reasons why female online gamers play games in the U.S. 2011
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Description
Source
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- Release date
- November 2011
- Region
- United States
- Survey time period
- October 2011
- Number of respondents
- base: n = more than 2,000
- Age group
- 18 years and older
- Special properties
- only women
- Method of interview
- Online survey
- Supplementary notes
-
* The source does not provide detailed information regarding the question. The chosen wording here might therefore differ slightly from the survey.
The source does not provide information regarding additional answering options which might have been available during the survey.
Multiple answers were possible.
- Region
- United States
- Survey time period
- October 2011
- Number of respondents
- base: n = more than 2,000
- Age group
- 18 years and older
- Special properties
- only women
- Method of interview
- Online survey
- Supplementary notes
-
* The source does not provide detailed information regarding the question. The chosen wording here might therefore differ slightly from the survey.
The source does not provide information regarding additional answering options which might have been available during the survey.
Multiple answers were possible.
You only have access to basic statistics.
This statistic is not included in your account!
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- Overview
- Leading gaming markets worldwide in 2018, by gaming revenue (in billion U.S. dollars)Leading gaming markets worldwide 2018, by revenue
- PC online game market value worldwide from 2011 to 2020 (in billion U.S. dollars)PC online game market value worldwide 2011-2020
- Digital games industry revenue in the United States in 2016, by game category (in million U.S. dollars)Digital games industry revenue in the U.S. 2016, by category
- Breakdown of U.S. computer and video game sales from 2009 to 2017, by delivery formatDigital and physical game sales in the U.S. from 2009 to 2017
- Data volume of global consumer internet traffic from 2017 to 2022, by subsegment (in exabytes per month)Global consumer internet subsegment traffic 2017-2022
- Data volume of online gaming internet traffic in North America from 2011 to 2016 (in petabytes per month)Online gaming traffic in North America 2011-2016
- Industry leaders
- Gaming revenue of leading public companies worldwide from 2014 to 2017 (in billion U.S. dollars)Game revenues of global companies 2014-2017
- Activision Blizzard's revenue from 2015 to 2018, by platform (in million U.S. dollars)Activision Blizzard's revenue from 2015-2018, by platform
- Digital revenue generated by Electronic Arts from fiscal 1st quarter 2016 to 3rd quarter 2019, by type (in million U.S. dollars)Electronic Arts' quarterly digital revenue Q1 2016 - Q3 2019, by type
- Square Enix's net sales in the fiscal years 2010 to 2018, by segment (in billion yen)Square Enix's sales from from 2009 to 2018, by segment
- Annual revenue generated by Zynga from 2008 to 2018, by segment (in million U.S. dollars)Zynga's revenue from 2008 to 2018, by segment
- Nexon's revenue from 1st quarter 2011 to 4th quarter 2018 (in billion yen)Nexon quarterly revenue Q1 2011 - Q4 2018
- Annual revenue of King.com from 2010 to 2018 (in million U.S. dollars)King annual revenue 2010-2018
- Revenue generated by Supercell from 2012 to 2018 (in million U.S. dollars)Supercell annual revenue 2012-2018
- Online gamer profile
- Number of online console gamers in the United States from 2014 to 2020 (in millions)Number of online console gamers in the U.S. 2014-2020
- Average time spent playing multiplayer games online according to gamers in United States as of December 2016, by deviceAverage time spent playing multiplayer online games in the U.S. 2016, by device
- Percentage of gamers playing multiplayer online games in the United States as of December 2016, by genderShare of U.S. gamers playing MMO games 2016. by gender
- Percentage of gamers playing multiplayer online games in the United States as of December 2016, by age groupShare of U.S. gamers playing MMO games 2016. by age
- Percentage of gamers over the age of 50 who play games online in the United States as of March 2016Online gaming among senior gamers in the U.S. 2016
- Online gaming platforms
- Number of monthly active users (MAU) of Microsoft Xbox Live from fiscal 1st quarter 2016 to 2nd quarter 2019 (in millions)Number of Xbox Live MAU Q1 2016 - Q2 2019
- Number of subscribers of PlayStation Plus worldwide from 2014 to 2018 (in millions)Number of PlayStation Plus subscribers worldwide 2014-2018
- Gaming services and platform subscription penetration among gamers in the United States as of December 2016Gaming subscription reach in the U.S. 2016
- Number of peak concurrent Steam users from November 2012 to January 2018 (in millions)Number of Steam users 2012-2018
- Number of daily and monthly active Steam users worldwide in 2018Number of Steam DAU and MAU 2018
- Social gaming
- Value of the social online games market worldwide from 2010 to 2020, by type (in million U.S. dollars)Value of the online social games market worldwide 2010-2020, by type
- Value of the social online games market in the United States from 2010 to 2020 (in million U.S. dollars)Value of the online social games market in the U.S. 2010-2020
- Value of the social online games market in the United States from 2010 to 2020, by type (in million U.S. dollars)Value of the online social games market in the U.S. 2010-2020, by type
- Most popular Facebook games as of January 2019, based on number of daily active users (in millions)Facebook most popular game DAU 2019
- Most popular Facebook games as of December 2018, based on monthly active users (in millions)Facebook: most popular game MAU 2018
- Game rankings
- Number of online articles mentioning selected game titles worldwide in 2016Most mentioned game titles worldwide in 2016, by number of online articles
- Leading free-to-play (F2P) massively multiplayer online (MMO) games worldwide in 2017, by revenue (in million U.S. dollars)Leading F2P MMO games worldwide 2017, by revenue
- Revenue generated by free-to-play and pay-to-play massively multiplayer online (MMO) games worldwide as of June 2016, by region (in million U.S. dollars)F2P & P2P MMO games market value worldwide 2016, by region
- Leading PC and mobile massively multiplayer online (MMO) games worldwide in 2016, by revenue (in billion U.S. dollars)Leading PC and mobile MMO games 2016, by revenue
- Most played games on Steam in 2018, by peak number of concurrent players (in 1,000s)Most played games on Steam 2018, by peak player count
- Most played games on Steam in 2018, by hourly average number of players (in 1,000s)Most played games on Steam 2018, by average players per hour
- Leading games
- Growth in player base of leading MMO/MOBA games worldwide in November 2017Player base growth of leading MMO/MOBA games worldwide in November 2017
- Number of console and PC players of PlayerUnknown’s Battlegrounds (PUBG) worldwide from May to June 2018 (in millions)PUBG console and PC player base worldwide 2018
- Number of Overwatch players worldwide as of May 2017 (in millions)Number of Overwatch players worldwide 2018
- Number of Hearthstone: Heroes of Warcraft players worldwide as of November 2018 (in millions)Number of Hearthstone: Heroes of Warcraft players worldwide 2018
- Estimated number of World of Warcraft subscribers from 2015 to 2023 (in millions)Estimated number of World of Warcraft subscribers 2015-2023
- Number of monthly active users (MAU) of DOTA 2 worldwide as of January 2019 (in millions)DOTA 2 MAU worldwide 2019
- Number of League of Legends monthly active users (MAU) from 2011 to 2016 (in millions)Number of League of Legends MAU 2011-2016
- Geographic breakdown of female online gamers in the U.S. 2011
- Growth in the market volume of chargeable online games in China by 2013
- Market volume of fee-based online games in China up to 2013
- Average duration of monthly online gaming site usage in Europe in 2012
- Individuals playing online games on an average day in Norway 2007-2015, by age
- Time spent playing online games worldwide in 2013, by region
- Time spent playing online games in Brazil as of October 2012
- Individuals playing online games on an average day in Norway 2007-2015, by gender
- Distribution of World of Warcraft Horde characters by class in 2019
- Distribution of World of Warcraft Alliance characters in 2019, by class
- Distribution of World of Warcraft Horde characters in 2019, by race
- Distribution of World of Warcraft Alliance characters in 2019, by race
- Types of online games played most often in the U.S. in 2014
- Online gaming and digital games market revenue in Japan 2007-2016
- Online gamer share worldwide Q3-Q4 2014, by country
- Italy: users playing online 2018, by frequency
- Leading gaming websites in Mexico 2014
- Online gaming in the United Kingdom (UK)
- Online gaming
- Online gaming in India
- eSports and (online) gaming in the Benelux region
- Video games in Sweden
- Digital games in the U.S. (DMO)
- Steam - gaming platform
- Video games in Italy
- MMO and MOBA Gaming
- Gaming in Asia
- U.S. gamers
- eSports market worldwide
- Gaming video content worldwide
- Counter-Strike: Global Offensive
- DOTA 2
- Data volume of online gaming internet traffic in North America from 2011 to 2016 (in petabytes per month)
- Activision Blizzard's revenue from 2015 to 2018, by platform (in million U.S. dollars)
- Annual revenue of King.com from 2010 to 2018 (in million U.S. dollars)
- Number of monthly active users (MAU) of Microsoft Xbox Live from fiscal 1st quarter 2016 to 2nd quarter 2019 (in millions)
- Number of peak concurrent Steam users from November 2012 to January 2018 (in millions)
- Number of daily and monthly active Steam users worldwide in 2018
- Most popular Facebook games as of January 2019, based on number of daily active users (in millions)
- Most popular Facebook games as of December 2018, based on monthly active users (in millions)
- Most played games on Steam in 2018, by peak number of concurrent players (in 1,000s)
- Most played games on Steam in 2018, by hourly average number of players (in 1,000s)
- Number of console and PC players of PlayerUnknown’s Battlegrounds (PUBG) worldwide from May to June 2018 (in millions)
- Number of Overwatch players worldwide as of May 2017 (in millions)
- Number of Hearthstone: Heroes of Warcraft players worldwide as of November 2018 (in millions)
- Estimated number of World of Warcraft subscribers from 2015 to 2023 (in millions)
- Number of monthly active users (MAU) of DOTA 2 worldwide as of January 2019 (in millions)
- Number of League of Legends monthly active users (MAU) from 2011 to 2016 (in millions)
- Weekly time spent playing online games in Brazil as of October 2012
- Distribution of World of Warcraft Horde characters in U.S. and EU realms as of February 2019, by class
- Distribution of World of Warcraft Alliance characters in U.S. and EU realms as of February 2019, by class
- Distribution of World of Warcraft Horde characters in U.S. and EU realms as of February 2019, by race
- Distribution of World of Warcraft Alliance characters in U.S. and EU realms as of February 2019, by race
- Leading gaming websites in Mexico in July 2014, by number of unique users (in 1,000s)
- Leading gaming markets worldwide in 2018, by gaming revenue (in billion U.S. dollars)
- PC online game market value worldwide from 2011 to 2020 (in billion U.S. dollars)
- Digital games industry revenue in the United States in 2016, by game category (in million U.S. dollars)
- Breakdown of U.S. computer and video game sales from 2009 to 2017, by delivery format
- Data volume of global consumer internet traffic from 2017 to 2022, by subsegment (in exabytes per month)
- Gaming revenue of leading public companies worldwide from 2014 to 2017 (in billion U.S. dollars)
- Digital revenue generated by Electronic Arts from fiscal 1st quarter 2016 to 3rd quarter 2019, by type (in million U.S. dollars)
- Square Enix's net sales in the fiscal years 2010 to 2018, by segment (in billion yen)
- Annual revenue generated by Zynga from 2008 to 2018, by segment (in million U.S. dollars)
- Nexon's revenue from 1st quarter 2011 to 4th quarter 2018 (in billion yen)
- Revenue generated by Supercell from 2012 to 2018 (in million U.S. dollars)
- Annual sales revenue generated by Gameloft from 2006 to 2018 (in million euros)
- Annual online games revenue generated by Tencent Holdings from 2010 to 2017 (in billion yuan)
- Net sales and operating income of Sony's game and network services (G&NS) in the fiscal years 2012 to 2017 (in billion yen)
- Number of online console gamers in the United States from 2014 to 2020 (in millions)
- Average time spent playing multiplayer games online according to gamers in United States as of December 2016, by device
- Percentage of gamers playing multiplayer online games in the United States as of December 2016, by gender
- Percentage of gamers playing multiplayer online games in the United States as of December 2016, by age group
- Percentage of gamers over the age of 50 who play games online in the United States as of March 2016
- Number of subscribers of PlayStation Plus worldwide from 2014 to 2018 (in millions)
- Gaming services and platform subscription penetration among gamers in the United States as of December 2016
- Value of the social online games market worldwide from 2010 to 2020, by type (in million U.S. dollars)
- Value of the social online games market in the United States from 2010 to 2020 (in million U.S. dollars)
- Value of the social online games market in the United States from 2010 to 2020, by type (in million U.S. dollars)
- Number of online articles mentioning selected game titles worldwide in 2016
- Leading free-to-play (F2P) massively multiplayer online (MMO) games worldwide in 2017, by revenue (in million U.S. dollars)
- Revenue generated by free-to-play and pay-to-play massively multiplayer online (MMO) games worldwide as of June 2016, by region (in million U.S. dollars)
- Leading PC and mobile massively multiplayer online (MMO) games worldwide in 2016, by revenue (in billion U.S. dollars)
- Growth in player base of leading MMO/MOBA games worldwide in November 2017
- Female online gamers in the United States in 2011, by region
- Growth in the market volume of chargeable online games in China between 2004 and 2010 with a forecast for 2013 (compared with the previous year)
- Market volume of fee-based online games in China between 2003 and 2010 including a forecast up to 2013 (in billion yuan)
- Average monthly online gaming site usage in European countries in July 2012 (in hours)
- Share of individuals who have played online games on an average day in Norway in selected years from 2007 to 2015, by age group
- Average daily time spent playing online games worldwide in April 2013, by region (in minutes)
- Share of individuals who have played online games on an average day in Norway in selected years from 2007 to 2015, by gender
- What kind of online games do you play most often?
- Digital games and game services revenue in Japan from 2007 to 2016 (in billion Japanese yen)
- Share of internet users who played an online game on their computer as of 4th quarter 2014, by country
- Share of individuals playing online in Italy in 2018, by frequency
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