2. • New research reiterates that video games
transcend age, gender and where we live.
• More than 214 million people in the United
States today play video games one hour or more
per week.
• 75% of all U.S. households have at least one
person who plays.
• 64% of U.S. adults and 70% of those under 18
regularly play video games.
VIDEO GAME STATS
3. • Recent data shows that video game
players represent a diverse cross-section
of the American population spanning
every age, gender, and ethnicity.
• Contrary to common misconception,
they’re also generally healthy, civically
engaged, college-educated, and socially
active.
VIDEO GAME STATS
4. • More than three-quarters of gamers
surveyed report that video games provide
them with mental stimulation (79%) as well
as relaxation and stress relief (78%).
• The role of video games in the American
family is also changing; nearly three-quarters
(74%) of parents believe video games can be
educational for their children, and more than
half (57%) enjoy playing games with their
child at least weekly.
VIDEO GAME STATS
5.
6. • AUGMENTED REALITY: Overlaying and inserting
digital and virtual information into the physical world
• VIRTUAL REALITY: also known as immersive
multimedia or computer-simulated reality, is a
computer technology that replicates an environment,
real or imagined, and simulates a user's physical
presence and environment in a way that allows the
user to interact with it. Virtual realities artificially
create sensory experience, which can include sight,
touch, hearing, and smell.
TRENDS IN VIDEO GAMING:
AUGMENTED & VIRTUAL REALITY
7. • GAMIFICATION = the use of game mechanics
and technology in non-entertainment
environments like work and school to change
user behavior and drive engagement
• The idea is to use it to speed up learning and
increase productivity in the process.
• Gamification in work and real life
TRENDS IN VIDEO GAMING:
AUGMENTED & VIRTUAL REALITY
8. • VIDEO GAME ADDICTION = Although it is not
yet recognized by the American Medical
Association as a diagnosable disorder, video
game addiction is a very real problem for many
people. According to the University of New
Mexico, recent studies suggest that 6 to 15
percent of all gamers exhibit signs that
could be characterized as addiction.
TRENDS IN VIDEO GAMING:
VIDEO GAME ADDICTION
9. • HOW VIDEO GAMES CHANGED THE WORLD
• Saying that video games “changed the world” may
seem like a hyped-up statement, but this 2013 UK
documentary will make that case repeatedly about
different games and how they impacted society and
culture. Make note of at least 3 of these examples that
you found to be the most interesting/compelling and tell
us why.
• The number one choice may seem surprising – how
does the documentary explain its reasoning on
classifying it as a game? Also, what do you think about
the general trend of the “gamification of life”?
MEDIA PRESENTATION/STUDY
FOCUS