Men spend $908 annually on consumer electronics, women spend $558

An average US household spent $1,229 on consumer electronics products in the past 12 months, $176 less than in the prior year, according to Consumer Electronics Association.

Men continue to spend more on consumer electronics than women, spending $902 annually compared with women, who spent $558. Young adults spent more than any other age group. Consumers ages 18 to 24 reportedly spent $1,056 in 2008 on CE devices, an increase of nearly $100 from the prior year. The average household reports owning 23 CE products, down from 24 products in 2008. The number of separate CE products per household increased, from 13, to 15.

How often do people play games?

How often do you play games, whether on a computer, or online, or on a game console, or on some other device? 

or almost
A few
times a
A few
times a
Less often
Total gamers 21% 28% 27% 20%
Gamers ages 18-29 20 30 30 16
Gamers ages 30-49 20 26 25 24
Gamers ages 50-64 19 30 25 21
Gamers age 65+ 36 28 17 14
Source: Pew Internet Project

How people respond to broken gadgets

During the course of trying to fix their broken technology, respondents reported a variety of attitudes, not all of them stemming from frustration. The majority (72%) of respondents said they were “confident” that they were on the right path during the course of trying to solve the problem. Fewer respondents harbored more negative feelings about fixing their devices: about half (48%) were “discouraged” and 40% were “confused” about the problems.

CONFIDENT that you were on the right path to solving the problem 72%
IMPATIENT to solve the problem because you had important
uses for the broken technology
DISCOURAGED at the amount of effort needed to fix the
CONFUSED by the information that you were getting 40
Source: Pew Internet Project

59% or consumers get impatient when their electronics device breaks

59% of respondents reported being impatient to fix their devices, and the percentage was equal across demographic groups. Adults who are most likely to be impatient waiting for their devices to be fixed are those who had had the most devices fail, those who use their devices most, and those who rely more heavily on their devices for work or information. While emotions did not vary significantly according to the types of devices that failed, those who had more gadgets fail in the past 12 months were more likely to become impatient with fixing the problem. Respondents who had two or more devices fail in the past year were significantly more likely than those who had only one gadget fail to report being impatient to solve the problem. Similarly, those who had two devices fail were significantly more likely than those who had only one fail to be discouraged at the amount of effort needed to fix the problem.

Confident Impatient Discouraged Confused
1 failed device 75% 41% 44% 38%
2 failed devices 69 65 54 47
3-5 failed devices 68 70 51 41
Source: Pew Internet Project

Game hardware and software generated $22 bln in 2008

Computer and video game industry hardware, software and peripheral sales climbed to $22 bln in 2008, with entertainment software sales comprising $11.7 bln of that total figure, a 22.9% jump over 2007, Entertainment Software Association announced. The industry set the new record, calculated by market-research firm NPD Group, on the strength of December 2008 sales, when industry revenue ($5.3 bln) topped $5 bln for the first time in any single month. By comparison, as recently as 1997, the industry generated $5.1 bln over the entire year. In 2008, total US video game console software sales reached $8.9 bln (189.0 mln units), PC game sales hit $701.4 mln (29.1 mln units), and portable software topped 2007’s record sales with $2.1 bln (79.5 mln units) in revenue. Overall, retailers sold approximately 297.6 mln computer and video games 2007.

0.6% decrease in consumer electronics sales in 2009

Consumer Electronics Association is forecasting a drop in full-year factory sales to dealers for the first time in recent history, a 0.6% decrease to $170.9 bln for 2009. Digital TV continues to be the largest industry category, representing 15% of total industry shipment dollars. As the transition to digital television nears, unit shipments of DTVs will approach 35 mln in 2009, an increase of nearly 6% over 2008 shipments. LCD displays remain the top choice among consumers, representing 77% of total DTV units. Blu-ray players are expected to see major growth in 2009. With more content, new products and lower prices, Blu-ray revenues are projected to surpass $1.2 bln. The overall video game market should grow 11%, generating nearly $22 bln in revenue 2008, a new high mark for the category. Software continues to drive the gaming market, helped by a growing installed base of next-generation consoles. Gaming software revenues are expected to grow 18% to nearly $15 bln.