Video games warrant far more attention than they receive in traditional media. The odd TV program or magazine article tries to address the significance of this field. But to understand gaming requires participation. The days of N64 have yielded to online, immersive, multiplayer, and interactive (Wii) games, and high powered consoles. Games are not confined to consoles either. PSP, Nintendo DS, and Gameboy (a bit dated) offer constant play. It’s very hard to overhype the gaming industry for size and growth. And it’s not just young males either. Profiles of gamers are changing (average age: 32). Two great resources to give you a sense of the scope of the field:
Video Game Design: 1990-2008
Video Gaming Trends
(Links via Trends Spotting)
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3 Comments
Regarding, “And it’s not just young males either. Profiles of gamers are changing (average age: 32).” This age is ever increasing. I am seeing the Wii have a major affect on who is gaming as more and more middle aged and seniors are using Wii’s. In fact, many nursing homes are using Wii Fits with their patients.
Hopefully the more this demographic changes, the more the execs and mangers will be accepting of online games as a learning device.
Here is another resource: http://www.nasaga.org/ (North American Simulation and Gaming Association (NASAGA))
Effects Of Video Game Playing On Children
Positives
Video game playing introduces children to computer technology.
Games can give practice in following directions.
Some games provide practice in problem solving and logic.
Games can provide practice in use of fine motor and spatial skills.
Games can provide occasions for parent and child to play together.
Players are introduced to information technology.
Some games have therapeutic applications with patients.
Games are entertaining and fun.
Facts
The U.S. video game market reached nearly $10.5 billion in sales in
2005. with the projected world-wide market expected to grow to $46.5 billion
by 2010 (BusinessWeek Online, 2006).
A recent report showed that 45% of heavy video game players and nearly a
third of avid gamers are in the 6 to 17 year old age group (NPD Group Inc.,
2006).
The most recent (May 2008) mystery shop study conducted by the U.S.
Federal Trade Commission (FTC) found that national retailers enforced their
store policies by refusing to sell M-rated video games to minors 80% of the
time.
M" rated video games from retailers (Federal Trade Commission, 2004).
Of computer and video games purchased in 2007, as reported by the NPD
Group, 45% were "E" rated games, 12% were "E10+", 28% were "T" rated games,
and 15% were "M" rated games (Entertainment Software Association, 2008).
A study of over 2,000 8 to 18 year-olds (3rd through 12th graders) found
the 83% of them have at least one video game player in their home, 31% have
3 or more video game players in their home, and 49% have video game players
in their bedrooms (Roberts, Foeher, and Rideout, 2005).
In the same study only 21% of kids reported that their parents set rules
about which video games they can play, 17% reported their parents check
warning labels or ratings on video games, and 12% reported they play video
games they know their parents don’t want them playing (Roberts, Foeher, and
Rideout, 2005).
Negatives
Over-dependence on video games could foster social isolation, as they
are often played alone.
Practicing violent acts may contribute more to aggressive behavior than
passive television watching. Studies do find a relationship between violent
television watching and behavior.
Women are often portrayed as weaker characters that are helpless or
sexually provocative.
Game environments are often based on plots of violence, aggression and
gender bias.
Many games only offer an arena of weapons, killings, kicking, stabbing
and shooting.
Playing violent video games may be related to aggressive behavior
(Anderson & Dill, 2000; Gentile, Lynch & Walsh, 2004). Questions have been
raised about early exposure to violent video games.
Many games do not offer action that requires independent thought or
creativity.
Games can confuse reality and fantasy.
In many violent games, players must become more violent to win. In "1st
person" violent video games the player may be more affected because he or
she controls the game and experiences the action through the eyes of his or
her character.
Academic achievement may be negatively related to over-all time spent
playing video games. (Anderson & Dill, 2000; Gentile, Lynch & Walsh, 2004)
Questions to ask: Is the violence rewarded or punished? What are the
consequences? How graphic is the violence? Is the violence against humans or
inanimate objects? Is the violence sexual?
Reasons children give for playing video games:
It’s fun
Like to feel in control
Releases tension
Relieves boredom
Develops gaming skills
Feel a sense of mastery
Bottom line
Many video games are fun and appropriate.
Violent video games may be linked to an increase in aggressive behavior.
There are many questions about the cumulative effect of video games,
computers, and television.
Parents are urged to monitor video game play the same way they need to
monitor television.
What to look for in choosing a game
Be aware of advertising and marketing to children. Advertising pressure
contributes to impulse buying.
Check the ESRB rating symbols (on the front of the box) that suggest age
appropriateness for a game and content descriptors (on the back) that
indicate elements in a game that may have triggered a particular rating
and/or may be of interest or concern.
Some games are made to encourage
Escorts Services should be
avoid to buy.
If there are violence and sexual themes in the title and cover picture,
you can assume these themes are also in the game.
Look for games involving multiple players to encourage group play.
Pick games that require the player to come up with strategies, and make
decisions in a game environment that is more complex than punch, steal, and
kill.
AVOID the "first person shooter", killing-machine games.
Virtually all video games sold at retail in the U.S. and Canada carry one of
six rating symbols that suggest age appropriateness.
Games may list content descriptors that describe violence, language, sex,
tobacco, drug, and alcohol use.
Tips for Parents
LIMIT game playing time.
CHECK the age game ratings and descriptors on the box.
USE other content sources and reviews to help you choose a game.
Check the ESRB rating symbols (on the front of the box) that suggest age
appropriateness for a game and content descriptors (on the back) that
indicate elements in a game that may have triggered a particular rating
and/or may be of interest or concern.
AVOID the "first person shooter", killing-machine games.
REQUIRE that homework and chores be done before game playing.
DO NOT PUT video game consoles or computers in children’s bedrooms.
PLAY AND ENJOY a game with your child; check in as your child moves into
deeper levels in the game.
TALK about the content of the games. Ask your child what’s going on in
the game.
EXPLAIN to your children why you object to certain games.
Most major retailers of games have store policies preventing the sale or
rental of M-rated (Mature) games to children or youth. In the event you
notice a store clerk not complying with this policy, talk to the store
manager or contact ESRB
Finally, ENCOURAGE your child to play with friends, or other activities
away from the video game set.
Hi – I found this post to be very interesting. I love to play video games, but I also have a good balance and mindset dealing along with school and m social life. However, what some people don’t understand is that people play video games for a long time because they take time to do stuff. Sometimes there is no pause switch and you can’t stop without losing all you’ve come to accomplish. It’s not always the gamers’ fault.
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