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Learning with Games: The aim of Learning with Games is to promote excellence in the use, research, production and deployment of Serious Games, Business Games and Pervasive Games to support learning in individuals within the academic, industrial and business schools environments. September 24th – 26th September 2007, Sophia Antipolis, France

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Top 10 Social Virtual Worlds Print
Written by Dick Davies   
Tuesday, 24 January 2006
The world of virtual world games gives some idea of the vast numbers of users of these worlds. Never heard of Habbo Hotel? What about Coke Studios? I suggest you check them out because a young person you know will part of them.


Last Updated ( Tuesday, 24 January 2006 )
 
10 Top Gaming Industry Facts Print
Written by Dick Davies   
Monday, 23 January 2006
TOP 10 INDUSTRY FACTS


1.  U.S. computer and video game software sales grew four percent in 2005 to $7 billion -- a more than doubling of industry software sales since 1996.

2.  Seventy-five percent of American heads of households play computer and video games.  
3.  In 2005, more than 228 million computer and video games were sold, almost two games for every household in America.
4.  The average game player is 30 years old and has been playing games for 9.5 years.
5.  The average game buyer is 37 years old.  In 2005, 95 percent of computer game buyers and 84 percent of console game buyers were over the age of 18.

6.  Eighty-five percent of all games sold in 2005 were rated "E" for Everyone, "T" for Teen, or "E10+" for Everyone 10+.  For more information on ratings, please see www.esrb.org.

7.  Eighty-seven percent of game players under the age of 18 report that they get their parents’ permission when renting or buying games, and 92 percent say their parents are present when they buy games.
8.  Forty-three percent of all game players are women. In fact, women over the age of 18 represent a greater portion of the game-playing population (28 percent) than boys from ages 6 to 17 (21 percent).
9.  In 2004, 19 percent of Americans over the age of 50 played video games, an increase from nine percent in 1999.
10.  Forty-two percent of game players say they play games online one or more hours per week. In addition, 34 percent of heads of households play games on a wireless device, such as a cell phone or PDA, up from 20 percent in 2002.
Download ESA’S 2005 ESSENTIAL FACTS ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY here. Via Entertainment Software Association.DownloadVia

Last Updated ( Monday, 23 January 2006 )
 
Gaming in Central Europe Print
Written by Dick Davies   
Monday, 23 January 2006
"The "Medienpaedagogischer Forschungsverband Suedwest", a regional public research organisation, publishes an annual report on the media usage of teenagers age 12-19 that is quite useful in many aspects.....it can be considered representative for central Europe, certainly for the German speaking countries.
 

In the report 2005 (sample size 1203, phone interview) they found that:
 

52% of all boys are very interested or interested in computer games 15% of all girls are very interested or interested in computer games
52% of all boys own a gaming console
20% of all girls own a gaming console
35% of all boys use a gaming console more than once a week 6% of all girls use a gaming console more than once a week
 

There are also numbers for PC usage, single user vs multi user, usage of indexed games etc. Details at http://www.mpfs.de/studien/jim/jim05.html
 

Maybe most intersting is that these numbers have not changed much the last couple of years. Other forms of media (in particular cell phones) had a huge increase in usage during the same period."

Via Serious Games Listserv: Univ.-Prof. Mag. Dr. Michael G. Wagner, MBA Danube University Krems, Austria http://www.wagner.cc
New program in Computer Game Studies starting 2006:http://www.wagner.cc/gamestudies

 
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