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THE INSTITUTE OF GAMES
switching passive consumption into active engagement
97% OF 6 TO 15 YEAR OLDS PLAY VIDEO GAMES
Gaming is the most popular entertainment for young people
0
10
20
30
40
50
60
70
80
90
100
2013 2014 2015 2016 2017 2018
THE GLOBAL VIDEO GAME MARKET IS BIGGER THAN THE
MUSIC AND FILM INDUSTRY COMBINED
(IN BILLION U.S. DOLLARS)
MUSIC
FILM
WORLD TOP TEN COUNTRIES
4456
52
Canada
USA
UK
9
FRANCE
12
Italy
SWEDEN
GERMANY
21
16 3220
11
AUSTRALIA
JAPAN
SOUTH
KOREA
(%) showing in circles is sales per capita
SPENDING MOST ON COMPUTER GAMES
0
20
40
60
80
100
age 0 - 1 age 1 - 2 age 3 - 4 age 4 - 5
use a computer
or tablet
use the internet
use a mobile
phone
tv in own room
owns a games
console
KIDS START PLAYING YOUNGER AND YOUNGER
85% OF 4 YEAR OLDS USE A COMPUTER OR TABLET
WHAT IS THE IMPACT OF VIDEO GAME PLAYING
ON OUR CHILDREN?
Let’s look at the benefits first and then some risks and concerns
GAMING DEVELOPS COGNITIVE SKILLS
GAMING CAN IMPROVE YOUR EMOTIONAL WELLBEING
VIDEO GAMES PROVIDE AN AVENUE FOR
CREATIVE EXPRESSION
VIDEO GAMES CREATE A LEARNING ENVIRONMENT
UNFORTUNATELY THERE ARE ALSO SOME
CONCERNS AND RISKS
ADDICTION
VIDEO GAME
BETWEEN 2 AND 10 % PLAYS OBSESSIVELY AND EXCESSIVELY
MANY GAMES FEATURE INAPPROPRIATE CONTENT
VIOLENCE
CYBER-BULLYING
THE INSTITUTE OF GAMES FINDS
A BALANCE BETWEEN THE POSITIVES AND THE NEGATIVES
WE PROVIDE TRAINING AND WORKSHOPS TO
PARENTS, PROFESSIONALS AND YOUNG PEOPLE
WE PROVIDE GROUPS AND TREATMENT SERVICES THAT
FIND A BETTER BALANCE BETWEEN GAMING AND REAL LIFE
WE PROVIDE GAME DEVELOPMENT GROUPS AND
WORKSHOPS TO INSPIRE YOUNG PEOPLE
INTERESTED?
Steven@instituteofgames.com
@vg_org_au
I’D LOVE TO TALK TO YOU

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Institute Games Switch Passive Active