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VIDEO GAMES VIDEO GAMES Consumption Consumption Duke Tomlinson Duke Tomlinson JTC 413 JTC 413
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VIDEO GAMES Consumption Duke Tomlinson JTC 413. Statistics, Facts and Figures! 69 Percent of American head of households play video games! Average Age.

Dec 23, 2015

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Page 1: VIDEO GAMES Consumption Duke Tomlinson JTC 413. Statistics, Facts and Figures! 69 Percent of American head of households play video games! Average Age.

VIDEO GAMESVIDEO GAMESConsumptionConsumption

Duke TomlinsonDuke TomlinsonJTC 413JTC 413

Page 2: VIDEO GAMES Consumption Duke Tomlinson JTC 413. Statistics, Facts and Figures! 69 Percent of American head of households play video games! Average Age.

Statistics, Facts and Statistics, Facts and Figures!Figures!

69 Percent of American head of 69 Percent of American head of households play video games! households play video games!

Average Age of “gamer”: 33 years Average Age of “gamer”: 33 years oldold

Page 3: VIDEO GAMES Consumption Duke Tomlinson JTC 413. Statistics, Facts and Figures! 69 Percent of American head of households play video games! Average Age.

Gender Gender

Female’s make up 38% of the gamer Female’s make up 38% of the gamer population, with males at 62%. population, with males at 62%.

BUT, WOMEN aged 18 or older BUT, WOMEN aged 18 or older represent a significantly greater represent a significantly greater portion of the game playing portion of the game playing population (30%0 than boys ae 17 or population (30%0 than boys ae 17 or younger (23%)!younger (23%)!

Page 4: VIDEO GAMES Consumption Duke Tomlinson JTC 413. Statistics, Facts and Figures! 69 Percent of American head of households play video games! Average Age.

Video Game Stats!Video Game Stats!Action seems to be the most popular Action seems to be the most popular with 30.1% of units sold, with with 30.1% of units sold, with fighting games being the least with fighting games being the least with 4.7%4.7%

Page 5: VIDEO GAMES Consumption Duke Tomlinson JTC 413. Statistics, Facts and Figures! 69 Percent of American head of households play video games! Average Age.

Computer Game Stats!Computer Game Stats!

The best selling computer games are The best selling computer games are strategy games with 30.8%, whereas strategy games with 30.8%, whereas Action is on the short end of sales Action is on the short end of sales with 4.7% of units sold!with 4.7% of units sold!

Page 6: VIDEO GAMES Consumption Duke Tomlinson JTC 413. Statistics, Facts and Figures! 69 Percent of American head of households play video games! Average Age.

POLITICSPOLITICS

Politicians have jumped on the bandwagon Politicians have jumped on the bandwagon of video games and held town hall-type of video games and held town hall-type meetings within Second Life! Notables meetings within Second Life! Notables speakers include Virginia Governor Mark speakers include Virginia Governor Mark Warner, Speaker of the house Nancy Pelosi Warner, Speaker of the house Nancy Pelosi and Representative George Miller of and Representative George Miller of California. California.

Page 7: VIDEO GAMES Consumption Duke Tomlinson JTC 413. Statistics, Facts and Figures! 69 Percent of American head of households play video games! Average Age.

America’s Army is a First-Person Shooter game America’s Army is a First-Person Shooter game created in partner with the U.S. Army. created in partner with the U.S. Army. ““The game has opened entirely new channels for The game has opened entirely new channels for communicating with America about soldering. It has also communicating with America about soldering. It has also fostered the growth of a dynamic community of interest fostered the growth of a dynamic community of interest in the army that encompasses hundreds of internet fan in the army that encompasses hundreds of internet fan sites and community game hosts. In the past year these sites and community game hosts. In the past year these virtual communities have witnessed an exchange of virtual communities have witnessed an exchange of information about the Army and its game in several information about the Army and its game in several million web-forum postings, web logs, and internet chat million web-forum postings, web logs, and internet chat sessions. This has placed AMERICA’S ARMY at the sessions. This has placed AMERICA’S ARMY at the forefront of attention of young Americans and their forefront of attention of young Americans and their parents as a source of information about the Army!” parents as a source of information about the Army!”

-- John McLaurin, deputy assistant secretary of the Army -- John McLaurin, deputy assistant secretary of the Army for human resources and executive agent of the for human resources and executive agent of the America’s Army project.America’s Army project.

Page 8: VIDEO GAMES Consumption Duke Tomlinson JTC 413. Statistics, Facts and Figures! 69 Percent of American head of households play video games! Average Age.

Positive aspects of Video Positive aspects of Video GamingGaming

““Potential positive skills learned or obtained Potential positive skills learned or obtained while playing video games include problem while playing video games include problem solving abilities, perseverance, hand eye solving abilities, perseverance, hand eye coordination, pattern recognition, coordination, pattern recognition, hypothesis testing, estimating skills, hypothesis testing, estimating skills, inductive skills, resource management, inductive skills, resource management, logistics, mapping, memory, quick thinking logistics, mapping, memory, quick thinking and reasoned judgements” (Sheff,33).and reasoned judgements” (Sheff,33).Nintendo Wii—combining timing, hand eye Nintendo Wii—combining timing, hand eye coordination, etc. through physical gaming.coordination, etc. through physical gaming.

Page 9: VIDEO GAMES Consumption Duke Tomlinson JTC 413. Statistics, Facts and Figures! 69 Percent of American head of households play video games! Average Age.

Positive aspects of Video Positive aspects of Video GamingGaming

Video games are also helpful in other Video games are also helpful in other areas as well. Gamer’s who have problems areas as well. Gamer’s who have problems with attention, self-esteem, and boundaries with attention, self-esteem, and boundaries are often helped by the gaming experience, are often helped by the gaming experience, with many therapy programs turning to with many therapy programs turning to video games for those types of people. One video games for those types of people. One may argue that a gamer who may not have may argue that a gamer who may not have the greatest social skills, or a “social the greatest social skills, or a “social outcast” may gain social standing because outcast” may gain social standing because he is a video game aficionado.he is a video game aficionado.

Page 10: VIDEO GAMES Consumption Duke Tomlinson JTC 413. Statistics, Facts and Figures! 69 Percent of American head of households play video games! Average Age.

Positive Aspects of Gaming Positive Aspects of Gaming cont.cont.

Video games Mimic social structure as Video games Mimic social structure as well. Video games allow a means by well. Video games allow a means by which to establish hierarchies of skill which to establish hierarchies of skill and ability, and ultimately leadership and ability, and ultimately leadership just like in other areas of life. Video just like in other areas of life. Video games are also unique in that its one games are also unique in that its one of the few settings in which children of the few settings in which children can teach parents and grown-ups a can teach parents and grown-ups a thing or two about gaming.thing or two about gaming.

Page 11: VIDEO GAMES Consumption Duke Tomlinson JTC 413. Statistics, Facts and Figures! 69 Percent of American head of households play video games! Average Age.

HALO 3 HIERARCHY HALO 3 HIERARCHY EXAMPLEEXAMPLE

The EXP system is simple. Win a game, and you get experience. Lose and you don’t get any experience. Quit the game, you lose an experience point for deserting your team in combat. The more games you win over time, the higher rank you get!

Page 12: VIDEO GAMES Consumption Duke Tomlinson JTC 413. Statistics, Facts and Figures! 69 Percent of American head of households play video games! Average Age.

Negative aspects of video Negative aspects of video gaminggaming

Time Allocation Theory: Nie & Hillygus Time Allocation Theory: Nie & Hillygus suggest that “The more time a person sits suggest that “The more time a person sits in front of a computer screen or TV, the in front of a computer screen or TV, the less time they have for interacting directly less time they have for interacting directly with friends and family. This with friends and family. This “displacement” model holds that time on “displacement” model holds that time on one activity simply cannot be spent on one activity simply cannot be spent on another activity, since time is a zero-sum another activity, since time is a zero-sum phenomenon”phenomenon”

Page 13: VIDEO GAMES Consumption Duke Tomlinson JTC 413. Statistics, Facts and Figures! 69 Percent of American head of households play video games! Average Age.

Negative Aspects, cont.Negative Aspects, cont.

Violence in video games is another major Violence in video games is another major concern. Violent video games may affect concern. Violent video games may affect individuals by having influences on their individuals by having influences on their aggressive beliefs, schemata, scripts, and aggressive beliefs, schemata, scripts, and by desensitizing them to aggression. The by desensitizing them to aggression. The resulting change through these influences resulting change through these influences can result in increased opportunities for can result in increased opportunities for violence to occur in their everyday life.violence to occur in their everyday life.

Page 14: VIDEO GAMES Consumption Duke Tomlinson JTC 413. Statistics, Facts and Figures! 69 Percent of American head of households play video games! Average Age.

FINAL THOUGHTS FINAL THOUGHTS ““Games are widely used as educational tools, not Games are widely used as educational tools, not

just for pilots, soldiers and surgeons, but also just for pilots, soldiers and surgeons, but also in schools and businesses…Games require in schools and businesses…Games require players to construct hypotheses, solve players to construct hypotheses, solve problems, develop strategies, and learn the problems, develop strategies, and learn the rules of the in-game world through trial and rules of the in-game world through trial and error. Gamers must also be able to juggle error. Gamers must also be able to juggle several different tasks, evaluate risks and several different tasks, evaluate risks and make quick decision’s….Playing games is, thus, make quick decision’s….Playing games is, thus, an ideal form of preparation for the workplace an ideal form of preparation for the workplace of the 21of the 21stst century, as some forward-thinking century, as some forward-thinking firms are already starting to realize.”firms are already starting to realize.”

----The EconomistThe Economist August 4, 2005 August 4, 2005

Page 15: VIDEO GAMES Consumption Duke Tomlinson JTC 413. Statistics, Facts and Figures! 69 Percent of American head of households play video games! Average Age.