This improved stack includes summary results of various demographic information about gamers including some health information that has been produced and published on the Web. It attempts to put some of the best resources and summary results in one place.
Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification.
Slides on Alternate Reality Games (ARGs) from a guest lecture at the IS Research on Games course. The lecture introduces the concepts behind ARGs, reviews the related history and inspirations, and poses questions about the current state of ARGs.
Bypassing Validation Rules Through Automation, Aaron CrearCzechDreamin
During this presentation we show two examples of uses cases that prevent users from manually updating records, but allow them to update records through automation fired by logging activities. Both solutions are completely declarative.
Use Case #1
Hat-Trick Consulting wants to prevent sales reps from manually editing the Contact Status field. This field should only be updated when the rep has logged an activity to the contact. The type of activity dictates what status to change the record to. We will demonstrate two separate solutions for these similar uses cases, both are all declarative.
Solution : To allow for the use case of prohibiting manual editing of the Contact Status field, while allowing related activities to update this field we will use a combination of functions that will include:
1 Validation Rule, 4 Custom fields, 3 Process Builders
Use Case #2
Hat-Trick Consulting wants to prevent service reps from manually changing the case status field to “working”. This field should only be updated when the rep has logged a specific activity to the case.
Solution: To allow for the use case of prohibiting manually moving the Case Status field to “working”, while allowing related activities to update this field we will use a combination of functions that will include:
1 Validation Rule, 1 Custom field, 1 Process Builder, 1 Flow
Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification.
Slides on Alternate Reality Games (ARGs) from a guest lecture at the IS Research on Games course. The lecture introduces the concepts behind ARGs, reviews the related history and inspirations, and poses questions about the current state of ARGs.
Bypassing Validation Rules Through Automation, Aaron CrearCzechDreamin
During this presentation we show two examples of uses cases that prevent users from manually updating records, but allow them to update records through automation fired by logging activities. Both solutions are completely declarative.
Use Case #1
Hat-Trick Consulting wants to prevent sales reps from manually editing the Contact Status field. This field should only be updated when the rep has logged an activity to the contact. The type of activity dictates what status to change the record to. We will demonstrate two separate solutions for these similar uses cases, both are all declarative.
Solution : To allow for the use case of prohibiting manual editing of the Contact Status field, while allowing related activities to update this field we will use a combination of functions that will include:
1 Validation Rule, 4 Custom fields, 3 Process Builders
Use Case #2
Hat-Trick Consulting wants to prevent service reps from manually changing the case status field to “working”. This field should only be updated when the rep has logged a specific activity to the case.
Solution: To allow for the use case of prohibiting manually moving the Case Status field to “working”, while allowing related activities to update this field we will use a combination of functions that will include:
1 Validation Rule, 1 Custom field, 1 Process Builder, 1 Flow
Matt Ellis "Writing Allocation Free Code in C#"Fwdays
Performance is a feature. We all want our code to run faster, and there are plenty of ways to do this - caching, using a smarter algorithm or simply doing less stuff. In this session, we’re not going to look at any of that. Instead, we’re going to focus on a recent trend in the C# world - improving performance by reducing memory allocations. We’ll see how recent versions of C# allow using structs without creating lots of copies, and we’ll have a timely reminder on exactly what is the difference between a class and a struct. We’ll also spend some time with the new Span runtime type and find out how that can help work with slices of existing memory, and how it’s already into the types we know and love in the framework. And of course, we’ll take a look at when you should and (more importantly) shouldn’t use these new techniques.
User Experience 4: Usable User InterfaceMarc Miquel
This presentation introduces several interfaces and discusses what their usability and user experience depend on.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
GAMES USER RESEARCH: Guest Lecture in UX Design Class at Wilfried Laurier Uni...Lennart Nacke
In this talk, I describe several games user research methods from the Oxford University Press book: Games User Research. I talk about UX maturity levels of game development companies and the game design iterative development cycle and where Game UX fits into that space. I finally present several games user research methods.
This seminar slide will give you the ideas how much the ARTIFICIAL INTELLIGENCE is important gaming and what hard work should do for movements of other persons in a game.
Matt Ellis "Writing Allocation Free Code in C#"Fwdays
Performance is a feature. We all want our code to run faster, and there are plenty of ways to do this - caching, using a smarter algorithm or simply doing less stuff. In this session, we’re not going to look at any of that. Instead, we’re going to focus on a recent trend in the C# world - improving performance by reducing memory allocations. We’ll see how recent versions of C# allow using structs without creating lots of copies, and we’ll have a timely reminder on exactly what is the difference between a class and a struct. We’ll also spend some time with the new Span runtime type and find out how that can help work with slices of existing memory, and how it’s already into the types we know and love in the framework. And of course, we’ll take a look at when you should and (more importantly) shouldn’t use these new techniques.
User Experience 4: Usable User InterfaceMarc Miquel
This presentation introduces several interfaces and discusses what their usability and user experience depend on.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
GAMES USER RESEARCH: Guest Lecture in UX Design Class at Wilfried Laurier Uni...Lennart Nacke
In this talk, I describe several games user research methods from the Oxford University Press book: Games User Research. I talk about UX maturity levels of game development companies and the game design iterative development cycle and where Game UX fits into that space. I finally present several games user research methods.
This seminar slide will give you the ideas how much the ARTIFICIAL INTELLIGENCE is important gaming and what hard work should do for movements of other persons in a game.
Presentation of Gamification for Change, a talk in GDG Dev Fest, Chennai by Nirmalkumar Sathiamurthi, Founder of Insanelabs.in.
Talks about why games are fun, what makes them engaging, the motivation factors, Types of fun, Game elements, player journey, Stories of Gamification, Behavior Change.
Real life examples of
1. Speed Camera Lottery - http://www.youtube.com/watch?v=cbEKAwCoCKw
2. Deepest Bin - http://www.youtube.com/watch?v=iynzHWwJXaA
3. Piano Staircase - http://www.youtube.com/watch?v=SByymar3bds
4. Linked IN
5. Foursquare
6. Nike - http://www.youtube.com/watch?v=nlwNvCEFL8A
7. Fitbit - http://fitbit.com/
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Mission to Decommission: Importance of Decommissioning Products to Increase E...
Gamer Demographics, Stats, Health Stats
1. Game Demo and
Psychographics
What Exists? Who Plays? What Do We Know?
Ben Sawyer
bsawyer@dmill.com
Friday, June 19, 2009
2. Notes...
This presentation has been upgraded since delivering it
initially at Games for Health 2009
The use of the term demographics is fairly loose focusing
not only on core demographic issues but also some
psychographic issues as well
Friday, June 19, 2009
4. Current State of Game Demographics
• 5-6 Major Current Sources of Information
• Only one sustained major public effort
• Several minor but sustained public efforts
• More work concerning online players then
other players types or players in general
Friday, June 19, 2009
5. Current State of Game Demographics
• There are a number of private surveys - some of
which can be purchased but buyer beware
• Most private surveys are highly focused on sales
& consumer uptake projections not deeper
questions of context and outcomes of play
Friday, June 19, 2009
6. Current State of Game Demographics
• Overall body of work lacks many important details...
• Very little in terms of global statistics especially in
emerging markets
• There is little breakdown by ethnicity even in
North America
• There is little data provided in raw form where it
can be reused effectively as new data emerges
Friday, June 19, 2009
7. Insert Rant...
A public source of consistently sustained, raw
data, concerned with issues beyond sales and
consumer adoption that is both deep and
global in scope is needed if we’re going to see
robust application of games and game
technologies worldwide
Friday, June 19, 2009
8. Core Sources
• Entertainment Software Association
• Pew Internet & Life Project
• The Daedalus Project by Nick Yee
• Dmitri Williams
• Valve’s Steam Distribution Service
Friday, June 19, 2009
9. Entertainment Software Association (USA)
• 68 of American Households play
computer or video games
• 60% male
: 40% female
• Women 18 or older are 34% of the
game playing pop vs. boys 17 or younger
(18%)
• Average purchaser is 39
• 52 Male / 48 female - % of purchases
• 63% say games are a positive part of
their children's lives
Friday, June 19, 2009
10. Entertainment Software Association (USA)
• Average Age is 35
• 49% 18-49
• 25% Under 18
• 26% Over 50
• 12 Years (Avg. Years Adult Gamers Have
Been Playing)
• 62% of Gamers play in Person with
Other Gamers
Friday, June 19, 2009
11. Entertainment Software Association (USA)
• 42% of homes in America have Consoles
• Reasons Parents Play
• Fun for family (82%)
• They’re Asked To (81%)
• Socialize with My Kids (78%)
• Monitor Content (63%)
Friday, June 19, 2009
12. Entertainment Software Association (USA)
• 42% of homes in America have Consoles
• Reasons Parents Play
• Fun for family (82%)
• They’re Asked To (81%)
• Socialize with My Kids (78%)
• Monitor Content (63%)
Friday, June 19, 2009
13. Pew Internet &
American Life Project
• Teens and Video Games
• http://www.pewinternet.org/Reports/2008/
Teens-Video-Games-and-Civics.aspx
• PEW INTERNET PROJECT DATA MEMO
• http://www.pewinternet.org/Reports/2008/
Adults-and-Video-Games.aspx
Friday, June 19, 2009
14. Teens
• Pew Internet & American Life Project.
Gaming and Civic Engagement Survey of
Teens/Parents, Nov. 2007-Feb. 2008
• Teens who play games n=1064. Margin of error
is ±3%
Friday, June 19, 2009
15. Pew/Teens : Summary I
• Fully 97% of teens ages 12-17 play
computer, web, portable, or console games
• 50% of teens played games “yesterday”
• 86% of teens play on a console like the
Xbox, PlayStation, or Wii
• 73% play games on a desktop or a laptop
computer
Friday, June 19, 2009
16. Pew/Teens : Boys/Girls
• Fully 99% of boys and 94% of girls play video
games. Younger teen boys are the most likely
to play games, followed by younger girls and
older boys. Older girls are the least
• “enthusiastic” players of video games, though
more than half of them play. Some 65% of
daily gamers are male; 35% are female.
Friday, June 19, 2009
17. What Teens Play...
• Racing (NASCAR, Mario Kart, Burnout) 74% Note: games listed
• Puzzle (Bejeweled, Tetris, Solitaire) 72 in parenthesis were
provided to
• Sports (Madden, FIFA, Tony Hawk) 68
respondents on an
• Action (Grand Theft Auto, Devil May Cry, Ratchet and Clank) 67
as-needed basis by
• Adventure (Legend of Zelda, Tomb Raider) 66 interviewers; not
• Rhythm (Guitar Hero, Dance Dance Revolution, Lumines) 61 every respondent
• Strategy (Civilization IV, StarCraft, Command and Conquer) 59 received the
prompts.
• Simulation (The Sims, Rollercoaster Tycoon, Ace Combat) 49
• Fighting (Tekken, Super Smash Bros., Mortal Kombat) 49
• First-Person Shooters (Halo, Counter-Strike, Half-Life) 47
• Role-Playing (Final Fantasy, Blue Dragon, Knights of the Old Republic) 36
• Survival Horror (Resident Evil, Silent Hill, Condemned) 32
• MMOGs (World of Warcraft) 21
• Virtual Worlds (Second Life, Gaia, Habbo Hotel) 10
Friday, June 19, 2009
18. Pew/Teens : Frequently
Mentioned as Playing
• Halo 161
All numbers
(104 no specific version / 57 Halo 3)
are derived
• Guitar Hero 158 from a total of
• Madden NFL / Madden 08 136
(77 no specific version / 59 Madden ’08)
1064 survey
participants.
• Solitaire 65
• Dance Dance Revolution 60
• Tetris 59
• Grand Theft Auto (no specific version) 58
• The Sims (no specific version) 54
Friday, June 19, 2009
19. PEW/Teens :
Gender / Ethnicity Points
• Girls, black, and lower-income teens more likely to use cell phones to
play games
• Among gaming teens, there are some differences by race or ethnicity in
types of games played. Black teens more likely to report playing racing
games than white or Hispanic teens
• Black teens and are more likely to play sports and adventure games
than white teens (though not Hispanic youth)
• Black and Hispanic teens are more likely than white teens to play
fighting games and survival horror games
• White and Hispanic teens are more likely to play rhythm games than
black teens. White youth are more likely to play MMOGs than black
teens (but not Hispanic teens)
Friday, June 19, 2009
20. Pew/Teens : Ratings?
• The average rating of all “favorite” games
mentioned by survey respondents averaged
just above a T, or Teen rating
• 50% of boys name a game with an M or A/O
rating as one of their current top three
favorites, compared with 14% of girls
Friday, June 19, 2009
21. Pew/Teens : Ratings?
• Nearly one-third of young teens play M- or AO-rated games
• Almost one-third (32%) of teens in survey play at least one game
rated M or AO
• Of these... 79% are boys and 21% are girls
• 12-14 yr-olds are equally likely to play M- or AO-rated games as their
15-17 yr-old counterparts
• 28% of 12-14-yr-olds list an M- or AO-rated game as a favorite, as do
36% of teens ages 15-17
• For a small number of teens, all three of the games they mentioned
had a version with an M or an AO rating;
• For others, only one of the games they offered as their top three current
favorites was an M- or AO-rated game
Friday, June 19, 2009
22. Pew/Teens :
Playing Together & Alone
• 65% of game-playing teens play with other
people who are in the room with them
• 27% play games with people who they
connect with through the internet
• 82% play games alone, although 71% of this
group also plays with others
Friday, June 19, 2009
23. Pew/Teens :
Playing Together & Alone
• And nearly 3 in 5 teens (59%) of teens play games in
multiple ways—with others in the same room, with
others online or alone.
• 42% of teens who play games in multiple ways say they
play most often with others in the same room.
• 42% of teens who play games in multiple ways most often
play alone.
• 15% of teens who play games in multiple ways play most
often with those they are connected to via the internet.
Friday, June 19, 2009
24. Pew/Teens :
Playing Together & Alone
• Close to half of teens who play online games play with people
they know offline
• Online gamers are more likely to report playing games mostly
with people they know offline than with teens they met
online.
• Of teens who play games online with others:
• 47% of teens play online games with people they know offline
• 27% of teens play online games with people they first met online
• 23% of teens play with both friends & family known offline + people they
met online
Friday, June 19, 2009
25. Pew/Teens :
Playing Together & Alone
Few parents play games
with their children
Friday, June 19, 2009
26. Pew/Adults : Summary
• Survey was 2008
• Over half of American adults play video
games, and four out of five young adults play
• Among adults, computers are the most
popular gaming device, but among young
adults gaming consoles are preferred
• Virtual worlds only draw a small crowd
Friday, June 19, 2009
27. Pew/Adult : Summary II
• Older adult gamers play games more frequently
• Younger generations tend to dominate the gaming world;
however, older respondents who do play games are more avid
players.
• Older gamers, particularly seniors, tend to play games more
frequently. 36% of gamers 65 and older say they play games
everyday/almost everyday, compared with...
• 19% of adults aged 50-64
• 20% of adults aged 30-49
• 20% of adults aged 18-29
• Senior gamers may play more frequently as they have more time
• 77% of senior gamers reported being retired
Friday, June 19, 2009
28. Pew/Adult:
Race/Ethnicity
• No statistically significant difference in game
play between ethnic groups on computers
or game consoles
• Blacks and Hispanics more likely to play
games on cell phones and portable gaming
devices
Friday, June 19, 2009
29. Pew/Adult : Platforms
• Desktop or laptop 45% 35%
• Game console 41 22
• Cell phone, Blackberry, or other handheld
organizer 25 16
• Portable gaming device 21 10
Friday, June 19, 2009
30. Pew/Adult : Online vs. Offline
• Just under a quarter (23%) of all adults play games
online
• 43% of adults ages 18-29 play games online
• 26% of people ages 30-49
• 13% of people ages 50-64,
• 5% of those 65 and older
• Adults are much less likely to play games online than
teens
• 76% of all teens play games online and 79% of teen
gamers play games online
Friday, June 19, 2009
31. Warning...
• I’ve found that people’s perception of what is an
“online” game vs. offline game can create
distortion with such questions
• For me (and many game designers) there is a
critical distinction between playing a game
accessed via online means and playing online
against other humans
• It is likely online against other humans is a subset
of all games actually accessed online
Friday, June 19, 2009
32. Pew/Adult:
Virtual Worlds
• Just 2% of gamers say they have ever visited a virtual world,
such as Second Life
• One in ten teens and 11% of teen gamers reported visiting
virtual worlds
• A total 6% of adults say they have created an avatar, or online
representation of themselves often used for participation in
virtual worlds and in some online games and social networks
• Warning : This number is probably rising fast but still low
overall in 2009/2010
Friday, June 19, 2009
33. Pew/Adult : MMOGs
• Slightly more (9%) game players, however, say that they have played
MMOGs vs.Virtual Worlds
• Young adults are significantly more likely than average adults to play
MMOGs, as 14% of 18-29-year-old gamers report playing these
types of games
• Teens are even more likely to play MMOGs, with 21% of teen
gamers reporting MMOG play
• Warning : Many teens play free MMOGs (e.g. RuneScape) and many
families with teens will play subscription MMOGs together as units
(e.g. multiple family members playing same character) thus the story
behind some of these rising numbers is not well parsed yet.
Friday, June 19, 2009
34. Dmitri Williams
www.dmitriwilliams.com
Friday, June 19, 2009
35. Who plays, how much, and why?
Debunking the stereotypical gamer profile
http://www3.interscience.wiley.com/cgi-bin/fulltext/121394419/HTMLSTART?CRETRY=1&SRETRY=0
Dmitri Williams a Nick Yee b Scott E. Caplan c
• Teens, 12–17 6.6%
• College-age, 18–22 12.4%
• Young adult, 23–29 26.3%
• Thirties, 30–39 36.7%
• Forties, 40–49 12.4%
• Fifty or older, 50–65 4.8%
Friday, June 19, 2009
36. Who plays, how much, and why?
Debunking the stereotypical gamer profile
http://www3.interscience.wiley.com/cgi-bin/fulltext/121394419/HTMLSTART?CRETRY=1&SRETRY=0
Dmitri Williams a Nick Yee b Scott E. Caplan c
M W
• Achievement 3.5 3.17
• Social 3.14 3.22
• Immersion 3.29 3.38
Friday, June 19, 2009
37. Who plays, how much, and why?
Debunking the stereotypical gamer profile
http://www3.interscience.wiley.com/cgi-bin/fulltext/121394419/HTMLSTART?CRETRY=1&SRETRY=0
Dmitri Williams a Nick Yee b Scott E. Caplan c
• EQ2 players have an average BMI of 25.19 vs. avg. American adult,
who has a BMI of 28
• 22.2% of EQ2 players are technically obese compared to 30.5% of
American adults
• Among children and adolescents (ages 11–19), EQ2 players have
lower BMIs, with an average of 21.96 compared to 23.3 for US
adolescents
• “...while adolescent EQ2 players are still healthier than their
nonplaying counterparts, they do not have as large an advantage as
the older population.”
Friday, June 19, 2009
38. Who plays, how much, and why?
Debunking the stereotypical gamer profile
http://www3.interscience.wiley.com/cgi-bin/fulltext/121394419/HTMLSTART?CRETRY=1&SRETRY=0
Dmitri Williams a Nick Yee b Scott E. Caplan c
• EQ2 players have lower levels of mental health on two out of the three
indicators.
• 22.76% of EQ2 players reported having been diagnosed with depression.
• This level is larger for the female players 36.52% vs. males 19.38%
• Avg. U.S. population: 23% rate for women and an 11% rate for men.
• Players had a slightly higher rate of substance addiction 5.56% vs. 4.8% for
the general population
• The exception to this pattern was anxiety for which EQ2 players
reported slightly lower levels 16.6% vs. 18.1%
Friday, June 19, 2009
39. Who plays, how much, and why?
Debunking the stereotypical gamer profile
http://www3.interscience.wiley.com/cgi-bin/fulltext/121394419/HTMLSTART?CRETRY=1&SRETRY=0
Dmitri Williams a Nick Yee b Scott E. Caplan c
“"What was somewhat surprising was the trend for older players to play more
than younger ones, and for women to play more than men. Game developers
have assumed that adolescents and college-aged populations have more free
time and have tooled their MMOs accordingly as their player base has aged
(Beliaeff, 2007).
They have also assumed that males are their most devoted audience.
However, both assumptions are incorrect.Young males are often tagged as the
‘‘hard core,’’ but it is the adults and the females who log the most hours. "”
Friday, June 19, 2009
40. Who plays, how much, and why?
Debunking the stereotypical gamer profile
http://www3.interscience.wiley.com/cgi-bin/fulltext/121394419/HTMLSTART?CRETRY=1&SRETRY=0
Dmitri Williams a Nick Yee b Scott E. Caplan c
“"What was somewhat surprising was the trend for older players to play more
than younger ones, and for women to play more than men. Game developers
have assumed that adolescents and college-aged populations have more free
time and have tooled their MMOs accordingly as their player base has aged
(Beliaeff, 2007).
They have also assumed that males are their most devoted audience.
However, both assumptions are incorrect.Young males are often tagged as the
‘‘hard core,’’ but it is the adults and the females who log the most hours. "”
Friday, June 19, 2009
41. "The Daedalus Project"
by Nick Yee
http://www.nickyee.com/daedalus/
• MMORPG gamers spend on average 21.0 hours per week playing the game
(N = 1996), and spend on average 7.7 hours per week watching TV (N =
1996).
• The national average for TV watching per week is around 28
• Time spent watching TV has been displaced by MMORPG playing.
• Female players are on average older than male players (33.0 vs. 28.4)
• Spend more hours in the game than male players (22.3 vs. 19.0)
• Spike in play-time among female players over the age of 35
Friday, June 19, 2009
43. British Board of Film Classification
http://www.bbfc.co.uk/news/stories/20070417.html
Benefits of gaming: "People play games to escape from every day
life and to escape to a world of adventure without risk which is
under the control of the gamer, unlike the real world. Games
provide a sense of achievement and are active, unlike television
and films which are passive. However, games are better at
developing action than building character and as such gamers
tend to care less about the storyline than making progress in the
game. Gamers claim that playing games is mentally stimulating and
that playing develops hand eye coordination."
Friday, June 19, 2009
44. STEAM Statistics
http://store.steampowered.com/stats/
Friday, June 19, 2009
45. STEAM Statistics
http://store.steampowered.com/stats/
English Danish
(+0.77%) 59.42% (+0.04%) 1.20%
German Korean
(+0.15%) 8.74% (-0.04%) 1.13% Steam queries OS language
French
Japanese setting and reports providing
(-0.05%) 0.87% some interesting international
(+0.44%) 8.24% Simplified Chinese
Russian (-0.24%) 0.66% statistics. Keep in mind though
(-1.28%) 6.21% Finnish these are often higher-end PC
Spanish (+0.01%) 0.58% centric gamers hence the
(-0.22%) 2.47% Italian strong 2nd place showing by
Polish (-0.08%) 0.57%
German. Also English includes
(+0.22%) 2.39% Dutch
(+0.02%) 0.54% UK and Australia and most of
Portuguese
Norwegian Canada while French likely
(-0.01%) 2.38%
Swedish
(+0.01%) 0.52% include Quebec
Unknown
(+0.12%) 1.85% (+0.01%) 0.16%
Traditional Chinese Thai
(+0.11%) 1.71% (0.00%) 0.08%
Friday, June 19, 2009
46. Nintendo Executive Presentations
Countering his own notorious
comments that the Nintendo Wii is
in its worst situation since launch,
Iwata showed some interesting
statistics. "How many [maybes] are
there?" Japan, U.S., and six European
territories comprise 295 million
who actively play console or
handheld games -- "big software
purchasers." However, 149 million
"maybes" exist. "Imagine the
opportunity, if the number of
players is 50% larger than it is right
now," Iwata said.
Friday, June 19, 2009
47. IGN Gamer Metrics
Paid service. Mostly focused on purchase intent, brand awareness, heavily
focused on “informed” gamers who spend time on IGNs game enthusiast
Web sites. Households probably have PCs vs. Mobile Web Access.
Friday, June 19, 2009
48. Conclusion
• Lots of people game! Good!
• Lots of myths vs. data still prevail... Bad!
• There are some demographics and statistics
to start using to shape discussion, research,
and proposals. Good!
• No real sustained effort with characteristics
most researchers want/need. Bad!
Friday, June 19, 2009
49. Help Needed...
This is a start...
Please send links and additional info to add to this in the future:
bsawyer@dmill.com
Friday, June 19, 2009