Pair this with the fact that
the average video game character is male, and it seems change in the future is needed.
But the 15th century Spanish characters are even more vacant, with Lynch's ancestor Aguilar (also Fassbender) imbued with even less characterization than
the average video game character.
Not exact matches
The findings — gathered from just over 300 participants in three age groups
averaging 8, 12 and 13 years old — have implications for marketers as well as parents navigating a world where children encounter cartoon
characters in a variety of media, from books to graphic novels, TV shows,
video games, movies and more.
- parents spent on
average $ 131 on toys to life
games over the last six months - almost 80 percent of families considered this a good investment - two thirds are planning to invest further - 70 percent of parents in the U.S. are familiar with Interactive Gaming Toys - 41 percent own more than one franchise - 77 percent said it was definitely or probably worth the investment - only 7 percent of families have abandoned play altogether - within households currently playing toys to life
games, 52 percent indicate that adults are among those that play - among Nintendo amiibo - playing households with children, 21 % of parents say that only they are playing these
games - with other franchises, less then 10 percent of adults play in the household - 22 percent of total
character playtime is spent playing with the figurines as toys and not with a
video game console - 40 percent of parents state that that their 13 - 17 year olds continue to play with
characters like toys or action figures
The study, conducted by discount voucher site MyVoucherCodes, found that the
average British console
gamer is shelling out a whopping # 473.401 on
games, downloadable content (DLC)- such as additional levels and
character enhancements — and virtual currency annually, revealing the changing face of
video gaming in the UK.