Two-thirds of Kiwis play video games, half of all players are female, and the average player age is 34, says the Interactive Games & Entertainment Association.
This week the association released its annual Digital New Zealand report, which it produces in conjunction with Bond University in Queensland.
Digital New Zealand 2018 is the fifth study in a series of national research that began in 2009. It looks at the demographics of Kiwis who play games, as well as their play habits, behaviours and attitudes.
For the Digital New Zealand 2018, the IGEA surveyed 2288 individuals from 807 New Zealand households, with participants were drawn randomly from the Nielsen Your Voice Panel in March 2017.
According to the survey, 67 percent of Kiwis play video games, 44 percent of over 65s play, and 47 percent of players are female.
Dr Jeff Brand, lead author of the report and Professor of Communication and Media at Bond University, said mainstream acceptance of video games and an increase in devices has translated to a ‘broad church’ of players.
"Interactive games have become a huge part of our culture and while the key reasons remain playing for fun and to pass time, games increasingly serve other uses," he said.
"New Zealanders are playing for social connectedness, whether that be with family or friends. They’re playing to reduce stress, to be challenged, to learn, to keep the mind active, or for physical and mental health benefits."
The Digital New Zealand 2018 study highlighted significant growth in the use of games in schools. More than half of New Zealand parents (59 percent) stated their children have used video games for school curriculum compared to 38 percent in the 2016 report. Seven in 10 parents believe games can be effective for teaching students.
"In the last five years we’ve seen a big increase in the amount of educational video games and we've watched levels of sophistication grow," said Dr Brand.
"These games are used to increase engagement, student motivation, promote critical thinking and problem solving across all subject areas including maths, science and reading."
Dr Brand said that games can increase social connectedness.
"Over time, gaming has become much more social. Online gaming for children is often a shared experience that can improve social connectedness in and out of the classroom."
Ron Curry, CEO of IGEA, said that the sale of digital games in New Zealand grew by a 20 percent compound annual growth rate in the last three years.
"Digital New Zealand 2018 shows how the state of game play in New Zealand has progressed," he said.
"Everyone plays, and they consume games just like any other media with 85 minutes the average daily total of all game play.
"More than that, Kiwis recognise the value of games, beyond entertainment, in the family home, schools, workplaces, health care settings and socially."
Other key findings of the Digital New Zealand Report 2018 include:
◆ Over 65s make up the largest and fastest growing segment of people new to games. 44 percent of those aged 65 and over play video games. 73 percent of players are aged 18 years or older.
◆ Half of parents play video games together with their children in the same room. One in four play video games together with their children online, and most parents (86 percent) have talked with a child about playing safely online.
◆ New Zealanders value play for better health and positive ageing, whether that be to improve thinking skills (85 percent), improve dexterity (76 percent) or manage pain (52 percent). Almost ninety percent say they play to increase mental stimulation, 76 percent state video games help fight dementia, and 46 percent agreed playing games can help increase mobility.