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Nielsen: Games Account for 5 Percent of U.S. Entertainment Budgets

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Across all U.S. households, video games account for 4.9 percent of monthly entertainment spending - to 2.8 percent for CDs and mp3s - according to recent Nielsen research. Among households that are active game buyers, the figure is 9.3 percent.

It's important to note this is not a whole-dollar measurement - it does not mean Americans spend more on games than music. But it does indicate consumer preference, based on how they perceive the allocations of their money.

Game-buying households - defined as those spending more than $1 a month on game-related content - comprise 24 percent of U.S. households. Their habits "paint a picture of valuable, tech-savvy entertainment consumers," Nielsen writes. They're more likely to buy DVD/Blu-ray movies, video-on-demand, go to movies, sports and other live events. Interestingly, these choices "come at the expense of more established media options like basic cable and print media."

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If you're wondering what the leading entertainment budget categories were, a general category of "participating in activities such as dining out, shopping, going to a museum" led overall with 24.8 percent of a family's spending. Regular television packages, such as basic cable, came in second at 17.9 percent.

Video Games Score 5% of U.S. Household Entertainment Budget [Nielsen. Graphic by Nielsen.]