This document summarizes statistics and trends related to video games in the United States:
- More than 214 million Americans play video games for at least 1 hour per week, with video game players spanning all ages, genders, and ethnicities.
- The majority of gamers report that video games provide mental stimulation and stress relief. Nearly three-quarters of parents believe video games can be educational and enjoy playing games with their children weekly.
- Emerging trends include augmented and virtual reality games, gamification of work and education, and concerns about video game addiction for some players.
Ericsson ConsumerLab: Games move towards connected futureEricsson
The world of games is being transformed. This Ericsson ConsumerLab report says this transformation is being driven largely by a wave of new devices, more stable internet access and ever-increasing interest.
2013 Edelman Global Entertainment Study - BrazilEdelman
Edelman’s Global Entertainment Study highlights the importance and prevalence of entertainment in people’s daily lives, and how technology has enabled its consumption and sharing on a global basis. Now in its seventh year, the study, co-commissioned by Edelman and MATTER and fielded by Edelman Berland, has expanded beyond the U.S. and U.K. to include Brazil, China, Germany, India, Korea and Turkey. Here you will find the results focused on the Brazilian market.
For more Info visit www.healthlibrary.com "Effect of Media on Children’s Health" by Dr. Forum Shah held on 22nd Jan 2016.
In a matter of seconds, most children can mimic a movie or TV character,
sing an advertising jingle, or give other examples of what they have learned from media. Sadly, these examples may include naming a popular brand of beer, eating junk, obsessive-compulsive buying, striking a “sexy” pose, or play fighting. Children only have to put a movie into the VCR, open a magazine, click on a Web site, or watch TV to experience all kinds of messages. It really is that easy.
Media offer entertainment, culture, news, sports, and education. They are an important part of our lives and have much to teach. But some of what they teach may not be what we want children to learn.
This lecture gives an overview of some of the messages media send young people that could be negative or harmful to their health. You will learn how you can teach your children to better understand the media messages they see and hear in print, over airwaves, on networks, or on-line and how to deal with it.
Surface level observations of video game addiction and people .docxmabelf3
Surface level observations of video game addiction and people who identify as “gamers”
may lead to the assumption being made that this activity could lead to self imposed anti-social
behaviour being exhibited. As a group we unanimously shared this opinion that increased video
game consumption time would have a direct correlation to increased anti social behaviors being
exhibited in the individual. We initially formed this idea around personal experience from
observations of self identifying gamer friends of group members as well as from material and
media presented during the 401 lecture including a documentary style film on video game
addiction amongst adolescents in China and the extreme measures parents will take to “cure”
their afflicted child.
Video game access over a fairly recent and short amount of time has drastically changed,
going from only being able to play video games on consoles at home or arcades to now being
able to play high quality multiplayer games virtually anywhere on phones, tablets, and laptop
computers at a moments notice. A byproduct of this change in video game accessibility has
naturally lead to a huge increase in the number of people playing video games, along with
changing the definition of what traditionally might be thought of as a video gamer. By having
constant access to games on cell phones or other portable electronic devices the physical barriers
that might have seperated someone from a game addiction or the ability to play video games in
the past no longer exist. In addition to the ever increasing access to video games there has been
an increase in quantity of games made specifically to addict or entice the player to continue to
come back to the game to spend more and more time playing. This shift in game type and
development has been and is increasingly pushed by subscription models and in game currencies
to generate increased revenues for developers. These are just a few of the contributing factors we
took into account when formulating our hypothesis on researching if there was any connection
between video game consumption and antisocial behaviors.
With these factors in mind we began to pursue options to best go about researching this
link we had identified. Initially we had suspected there would have been a wealth of data and
prior research done regarding anti social behavior and video game addiction but with further
research we began to realize that while a number of recent studies all covered topics in this realm
they only circled the central aspect of our topic and didn't explicitly go into depth on this
suspected link. We did not get discouraged by this but instead became more empowered to use
the resources we had available to conduct our own research and use the prior research that had
been done to compare our methods and results against and act as a guide to find and remain on
the correct heading in pursuit of uncovering some trut.
This presentation was delivered by Steven Dupon from YMCA at the YMCA World Urban Network. It outlines the work Manningham YMCA has done in engaging and empowering young people through gaming and modern technology.
Ericsson ConsumerLab: Games move towards connected futureEricsson
The world of games is being transformed. This Ericsson ConsumerLab report says this transformation is being driven largely by a wave of new devices, more stable internet access and ever-increasing interest.
2013 Edelman Global Entertainment Study - BrazilEdelman
Edelman’s Global Entertainment Study highlights the importance and prevalence of entertainment in people’s daily lives, and how technology has enabled its consumption and sharing on a global basis. Now in its seventh year, the study, co-commissioned by Edelman and MATTER and fielded by Edelman Berland, has expanded beyond the U.S. and U.K. to include Brazil, China, Germany, India, Korea and Turkey. Here you will find the results focused on the Brazilian market.
For more Info visit www.healthlibrary.com "Effect of Media on Children’s Health" by Dr. Forum Shah held on 22nd Jan 2016.
In a matter of seconds, most children can mimic a movie or TV character,
sing an advertising jingle, or give other examples of what they have learned from media. Sadly, these examples may include naming a popular brand of beer, eating junk, obsessive-compulsive buying, striking a “sexy” pose, or play fighting. Children only have to put a movie into the VCR, open a magazine, click on a Web site, or watch TV to experience all kinds of messages. It really is that easy.
Media offer entertainment, culture, news, sports, and education. They are an important part of our lives and have much to teach. But some of what they teach may not be what we want children to learn.
This lecture gives an overview of some of the messages media send young people that could be negative or harmful to their health. You will learn how you can teach your children to better understand the media messages they see and hear in print, over airwaves, on networks, or on-line and how to deal with it.
Surface level observations of video game addiction and people .docxmabelf3
Surface level observations of video game addiction and people who identify as “gamers”
may lead to the assumption being made that this activity could lead to self imposed anti-social
behaviour being exhibited. As a group we unanimously shared this opinion that increased video
game consumption time would have a direct correlation to increased anti social behaviors being
exhibited in the individual. We initially formed this idea around personal experience from
observations of self identifying gamer friends of group members as well as from material and
media presented during the 401 lecture including a documentary style film on video game
addiction amongst adolescents in China and the extreme measures parents will take to “cure”
their afflicted child.
Video game access over a fairly recent and short amount of time has drastically changed,
going from only being able to play video games on consoles at home or arcades to now being
able to play high quality multiplayer games virtually anywhere on phones, tablets, and laptop
computers at a moments notice. A byproduct of this change in video game accessibility has
naturally lead to a huge increase in the number of people playing video games, along with
changing the definition of what traditionally might be thought of as a video gamer. By having
constant access to games on cell phones or other portable electronic devices the physical barriers
that might have seperated someone from a game addiction or the ability to play video games in
the past no longer exist. In addition to the ever increasing access to video games there has been
an increase in quantity of games made specifically to addict or entice the player to continue to
come back to the game to spend more and more time playing. This shift in game type and
development has been and is increasingly pushed by subscription models and in game currencies
to generate increased revenues for developers. These are just a few of the contributing factors we
took into account when formulating our hypothesis on researching if there was any connection
between video game consumption and antisocial behaviors.
With these factors in mind we began to pursue options to best go about researching this
link we had identified. Initially we had suspected there would have been a wealth of data and
prior research done regarding anti social behavior and video game addiction but with further
research we began to realize that while a number of recent studies all covered topics in this realm
they only circled the central aspect of our topic and didn't explicitly go into depth on this
suspected link. We did not get discouraged by this but instead became more empowered to use
the resources we had available to conduct our own research and use the prior research that had
been done to compare our methods and results against and act as a guide to find and remain on
the correct heading in pursuit of uncovering some trut.
This presentation was delivered by Steven Dupon from YMCA at the YMCA World Urban Network. It outlines the work Manningham YMCA has done in engaging and empowering young people through gaming and modern technology.
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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