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In 1996, the U.S. entertainment software industry accounted for a modest 74.1 million units sold and $2.6 billion in sales revenue. Fifteen years later, video game companies sold 245.6 million units, leading to an astounding $16.6 billion in software revenue and $24.75 billion overall. As Brandon Curial, president and CEO of game developer and publisher Venan Entertainment Inc., says, “You have the older gamers that haven’t stopped playing, and you have younger kids that are getting into it every day". With something like the Nintendo Wii, you even have parents playing these games now. Each year, the market just expands, and it’s going to keep expanding for a long time. According to data recently released by The NPD Group, in 2011, U.S. video game software sales reached $8.8 billion (229.8 million units) and computer game sales were $450 million (15.8 million units). In addition, consumers increasingly enjoy digital game content. The NPD Group reports that purchases of digital full games, digital add-on content, mobile apps, subscriptions and social network games accounted for 31 percent of game sales in 2011, generating $7.3 billion in revenue. The nation’s growing appetite for video game content also sparks sales of consoles and related accessories, which generated more than $8 billion in revenue in 2011. These consoles enable consumers to enjoy their favorite games, and drive trends in how they access and enjoy other forms of entertainment media. The Nielsen Company reported in July 2011 that half of Netflix users connect to its streaming service through their Nintendo Wii, Sony PlayStation 3 or Microsoft Xbox 360 consoles.

Economical impact

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