Impact: These findings support what DFC has been seen for years, that games and game playing devices are pervasive in American homes. Of course, DFC’s surveys of gamers have shown high activity but it is always good to have a company like Pew confirming such a large portion of the market is playing games. Other surveys like the recent Interpret survey of kids age 6-12 also confirm that gamers are now using multiple devices and becoming accustomed to digital distribution and online play. Whether you look at gender, race or household income, activity rates are uniformly high. True, there are distinctions, such as teen girls being less inclined to socialize via gameplay or to play online, yet gaming as a pastime is firmly entrenched. Our observation has been that younger generations take their enjoyment of PC and console games further into adult life on a progressively higher basis. Back in 2005 we pointed out the Nintendo Dads that had been active console users as children and later actively played console games with their kids. Between PC, mobile and console platforms there is a tremendous variety of game content available, which is a significant reason why so many diverse devices can be supported and so many diverse consumers can be serviced. That is great news for the long-term stability of the games industry, yet questions start to pop up regarding how much growth remains to be tapped. Boosting the number of active women players, and holding these teen usage rates into adulthood are the major targets. But after that it comes down to how well different categories of games are monetized. The raw number of potential game players is reaching its ceiling, however.