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Chapter 9:
Video Games
• 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
• 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
• 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
• 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
• 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
• 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
• 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

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LUTHER-WCC COMM 101 Chapter #9 Focus - VIDEO GAMES.pptx

  • 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
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  • 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