Kathleen Kremer, Ph.D. Fisher-Price Play Laboratory October 2010 Children and Video Games:  An Industry Perspective
Fisher-Price <ul><li>Most popular brand of infant and preschool toys. </li></ul><ul><li>Focus is 0-6 year olds and their f...
Fisher-Price Play Laboratory <ul><li>Serve as Child Advocates and  </li></ul><ul><li>Design Partners </li></ul>Testing/Res...
 
WHAT WORKS (Happy Kids)
WHAT WORKS (Happy Kids) WHAT DOESN’T WORK (Unhappy Kids)
Some Thoughts
1.  Realize It’s Not Just “Video Games” <ul><li>Traditional:   consoles, handheld gaming devices, (sometimes) computers </...
<ul><li>New Reality:   “blurred” boundaries   </li></ul>Toys/Physical Play  Video Games Video Games  Toys/Physical Play
2.  Adopt a Lifespan Approach <ul><li>Digital play increasingly starts  before  preschool </li></ul>
<ul><li>…  and extends to seniors </li></ul>
<ul><li>Explore Design Elements   </li></ul><ul><li>Need more research on how specifically to design  </li></ul><ul><li>ga...
4.  Include the Social Context <ul><li>Even solitary digital play is inherently social. </li></ul><ul><li>Children learn f...
<ul><li>Design for social interactions (e.g., cooperation,  </li></ul><ul><li>competition, sharing). </li></ul>
5.  Keep in Mind Individual   Differences Gaming Experience/Skills Content Knowledge Learning Styles/ Preferences Motivati...
<ul><li>Designing for individual differences is one of the biggest challenges </li></ul>4-yr-old novice 4-yr-old expert
6. The “Magical Formula” for transfer  Digital  Interactivity Educational Content is  not  sufficient
6. The “Magical Formula” for transfer  Digital  Interactivity Educational Content Engagement
<ul><li>Transfer requires engagement </li></ul>-  Immediately accessible -  Continuously motivating -  Tech not just for “...
 
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Children and Video Games: An Industry Perspective

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Children and Video Games: An Industry Perspective

  1. 1. Kathleen Kremer, Ph.D. Fisher-Price Play Laboratory October 2010 Children and Video Games: An Industry Perspective
  2. 2. Fisher-Price <ul><li>Most popular brand of infant and preschool toys. </li></ul><ul><li>Focus is 0-6 year olds and their families </li></ul><ul><li>81% of mothers in our target age have at least 12 Fisher-Price toys </li></ul>
  3. 3. Fisher-Price Play Laboratory <ul><li>Serve as Child Advocates and </li></ul><ul><li>Design Partners </li></ul>Testing/Research Content Expertise (child development, education, game play, interface, ergonomics) <ul><li>Over 4,500 children and 1,500 </li></ul><ul><li>parents per year </li></ul><ul><li>Hundreds of products </li></ul>
  4. 5. WHAT WORKS (Happy Kids)
  5. 6. WHAT WORKS (Happy Kids) WHAT DOESN’T WORK (Unhappy Kids)
  6. 7. Some Thoughts
  7. 8. 1. Realize It’s Not Just “Video Games” <ul><li>Traditional: consoles, handheld gaming devices, (sometimes) computers </li></ul>
  8. 9. <ul><li>New Reality: “blurred” boundaries </li></ul>Toys/Physical Play Video Games Video Games Toys/Physical Play
  9. 10. 2. Adopt a Lifespan Approach <ul><li>Digital play increasingly starts before preschool </li></ul>
  10. 11. <ul><li>… and extends to seniors </li></ul>
  11. 12. <ul><li>Explore Design Elements </li></ul><ul><li>Need more research on how specifically to design </li></ul><ul><li>games for transfer (e.g., game elements) </li></ul>Academia Industry
  12. 13. 4. Include the Social Context <ul><li>Even solitary digital play is inherently social. </li></ul><ul><li>Children learn from each other (not just from the game). </li></ul>
  13. 14. <ul><li>Design for social interactions (e.g., cooperation, </li></ul><ul><li>competition, sharing). </li></ul>
  14. 15. 5. Keep in Mind Individual Differences Gaming Experience/Skills Content Knowledge Learning Styles/ Preferences Motivation/Interests Attitudes and Behaviors Gender
  15. 16. <ul><li>Designing for individual differences is one of the biggest challenges </li></ul>4-yr-old novice 4-yr-old expert
  16. 17. 6. The “Magical Formula” for transfer Digital Interactivity Educational Content is not sufficient
  17. 18. 6. The “Magical Formula” for transfer Digital Interactivity Educational Content Engagement
  18. 19. <ul><li>Transfer requires engagement </li></ul>- Immediately accessible - Continuously motivating - Tech not just for “tech sake”

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