In 2004, U.S. sales of games, or what is now often called, "interactive entertainment," topped $7 billion, closing in on the $9 billion film industry. Nearly half of all U.S. homes own one game device or console and 23% own more than three. No longer the domain of male teenagers, 43% of all game players are women. In fact, women over the age of 18 represent a greater portion of the game-playing population (28%) than boys from ages 6 to 17 (21%). The industry has limitless potential.
Game companies require communications that engage a broad range of constituents. The diverse demographics inherent to the industry must each be grown based on specific opportunities. Gaming companies also need to leverage communications to address the issues that plague the industry: piracy, sexual content and the question of whether games are good or bad for kids. With focused programs, anything is possible.
Text 100 works with some of the most exciting game innovators who are defining tomorrow's trends. To discuss your PR requirements, contact Carol Rogalski +1 206 267 2024.


