Of the 3,007 survey participants, men account for 86.6% and women only 13.4% work in the gaming industry.
The gaming industry is increasingly attracting men, which is also closely related to the social culture of Japanese society. This gender imbalance also affects the state of game making. The survey found that only 38.9% of respondents had a spouse and less than a quarter (24.7%) of respondents had children, while 1.6% of respondents were unmarried. / husband has children, i.e. they are single parents.
Men are more involved in the gaming industry than in Japan.
In terms of age, more than half of the respondents are under 35 years old, of which the age group 25-29 accounts for the highest proportion, accounting for 22.5%, followed by the age group 30-34, accounting for 21.7%. Regarding education level, respondents from universities and colleges accounted for 41.7% and 36.5% and 15.9% respectively for masters. Overall, higher education remains a difficult threshold to enter the game industry in Japan.
Interestingly, only 35.5% of respondents studied majors directly related to games, while 18.7% of respondents studied information technology related majors, in addition to majors. arts (13.9%), majors in economics and management (4.9%), majors in social studies (3.7%), and majors in literature and history (3.1%) account for more .
Chart of educational attainment of people working in the Japanese game industry.
Correspondingly, among the respondents, engineers (programmers) accounted for the highest proportion, reaching 45.4%, followed by artists (artists), accounting for 20.7%. There is also a significant gender difference between the two professions, with 50.3% of men being programmers, while 55% of women polled are artists.
In terms of rank, more than 60% of the respondents were ordinary employees and nearly two others became team leaders, and the ratio of directors, department heads and ministers has decreased significantly. This employee rate is also reflected in the input period. Nearly half (46.8%) of respondents have worked at their current company for less than 3 years and another 16.8% have worked for 3-6 years. The percentage of gamers who have not changed the company for more than 18 years accounts for 7.8%.
However, in terms of experience in the entire gaming industry, only 28.6% of respondents have worked in the industry for less than 3 years and 17.5% of respondents have worked in the gaming industry. business for more than 18 years. The average working time of all respondents was 9.61 years, with not much difference between men and women.
In terms of job hopping, Japanese gamers also showed considerable stability. The report said that 56.7% of respondents have never changed jobs, 21.2% and 9.9% of respondents have changed jobs once and twice, respectively, after more than 6 times, the rate respondents in each segment are less than 1%.