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Category: Industry Research

Interactive New Zealand 2010 (INZ10)

This research report was launched in New Zealand on Tuesday 17 August 2010.  It provides data on who is playing games in New Zealand.  It documents game play behaviours, the importance of games in teh family, the rold of onlince access in game purchasing and play, and how gamers compare with non-gamers on key demographics and attitudes towards games.

INZ10 Full Report

INZ10 Key Highlights Summary

The latest newsletter from the ESA shows new research highlights positive affects of Video Game Play

August 2010 – the latest newsletter from the Entertainment Software Association (ESA) in the US provides a brief outline of some recent studies which were unddertaken by Dr Christopher Ferguson of Texas A&M Universtiy which called into question research findings that perpetuate some of the misconceptions about computer and video games.

In June, the Review of General Psychology published Dr. Ferguson’s study titled “Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good?” Ferguson conducted an in-depth analysis of existing research on the impact of violent video game play on aggressive behavior. He found that many of these studies were marred by inconsistent findings or weak methodology and had not been sufficiently scrutinized by the broader scientific community. He also noted that the violent crime rate has dropped dramatically at the same time that video games have gained in popularity, suggesting that “the violent video game issue is a crusade in search of a crisis.”

To read on, click here

The ESA’s Essential Gaming Facts

The ESA have just released their annual report titled Essential Facts About the Computer and Video Game Industry Report. The 2010 survey confirmed that computer and video game play remains widespread, and that game play is an increasingly social activity. Sixty seven percent of American households play computer and video games, and 62 percent of gamers say they play with other gamers in person at least one hour per week. Family play has also grown in popularity, with nearly half of all parents (48 percent) reporting they play with their children at least once per week.

The report not only underscores the increasing popularity and broad appeal of computer and video games, but also provides a window to the industry’s future. ESA’s 2010 data suggests the interactive entertainment software industry is well positioned to enjoy a continued period of growth and expansion, and remain a dominant player in the American economy.

Gaming in Families Report (UK)

This report details the findings from the 2009-2010 Becta commissioned project ‘Gaming in Families’ which was highlighted as an area for urgent research by the Byron Review.

The report includes key results from the literature review and Ipsos MORI survey along with findings from interviews with ten families who classified themselves as gaming families and three family workshops focused on gaming. The key audience for this report is policy-makers. However, the report also contains recommendations for parents and industry and may also be of interest to educators.

Key findings from the report

Parents and young people, that is, those aged 5-15, perceived that there were benefits to playing video games as a family, with the main motivation being enjoyment. Parents and young people reported the following benefits from playing video games together: 

  • parents are provided with an opportunity to review and understand the games that their children are playing

 

  • parents are able to ensure that their children are playing age-appropriate games

 

  • parents are able to moderate games so that children learn social skills such as collaboration, turn taking and sporting behaviour

 

  • games provide opportunities for further communication between parents and their children

 

  • games provide opportunities for discussion of sensitive issues of morality, particularly in relation to warfare and fighting

 

Links to reports:

Final report: Gaming in Families (262kb pdf)
Literature review: Gaming in Families (190kb pdf)
Parents’ and children’s views on and experiences of gaming – survey analysis (240kb)

The Byron Progress Report 2010

In 2007, Professor Tanya Byron was asked by the Prime Minister of the UK to conduct an independent review looking at the risk to children from exposure to potentially harmful or in appropriate material on the internet and in video games.  The Byron Report was released in 2008.

Professor Byron has since began her progress review and on 29 March 2010 published Do we have safer children in a digital world? A review of progress since the 2008 Byron Review

Sales of Console Hardware in Australia

The table below shows the sales of all of the current generation consoles in Australia from their launch until 31/12/09.

Platform                                                                       Total Units

Nintendo DS                                                                2,546,222

Nintendo Wii                                                               1,713,766

Playstation 2                                                               2,549,463

Playstation 3                                                                 770,000*

Playstation Portable                                                   604,022

Xbox 360                                                                        850,000*

 

Source GfK Retail Sales

*GfK Retail Sales + Internal B2B data

Untangling the Web: The Scope of Content Caught by Mandatory Internet Filtering

Professors Lumby, Green & Hartley consider a number of key challenges the Australian Federal Government faces in designing the regulatory framework and the reach of its planned mandatory internet filter. Their report focuses on the scope and nature of content that is likely to be caught by the proposed filter and on identifying associated public policy implications.

The full report is available here.

Rand Report on Film Piracy, Organized Crime, and Terrorism

This report presents the findings of some research into the involvement of organzied crime and terrorist groups in counterfeiting a wide range of products.  It presents detailed cases studies into one area of particular interest – film piracy to show how the broader problem of criminal and perhaps even terrorist groups are finding new way s of funding their activities.

To read the report click here.

Aussies are an Imagination Nation

Warner Bros Interactive Entertainment have discovered that ‘game snacking’ is the new way to keep your Creativity Alive.

Sydney, Australia – 8 October 2009: Tried and proven, Aussies who game for around 30 minutes a day are more likely to use their imagination daily – thus keeping their creativity alive. These are some of the findings from a recent survey* of ‘Gaming and Creativity’, conducted by Warner Bros. Interactive Entertainment, which revealed that over 85 per cent of Aussies are regular gamers.

 

The survey showed Australians are a social nation, and find that the best way to keep our mind active is by trying something new every day. We enjoy reading to learn (45 per cent of  respondents) compared with drawing, dancing or playing music (24 per cent).

 

Not surprisingly, the survey also revealed that the busy lifestyles we lead combined with the constant demands from society, have made us a time poor nation and as such has forced the birth of ‘game snacking’. Nearly 50 per cent of those surveyed game regularly for under an hour each day, while 32 per cent game for under 30 mins each day – proving that we no longer have the time to sit down for hours on end playing games (with less than 2 per cent of Aussies surveyed admitting to spending over three hours a day gaming).

 

“The definition of a snack – or ‘snack food’ in it’s most commonly used term, is something that is typically designed to be portable, quick and satisfying. Game snacking, alike food snacking, has numerous benefits, from stimulating the brain to relieve from stress or boredom.” said Joel Graham, Manager of Public Relations APAC for Warner Bros Interactive Entertainment.

 

“The survey was inspired off the back of a new game that is taking the world by storm; Scribblenauts. Scribblenauts embodies this notion of game snacking and more. It’s a fantastic place to stimulate creativity and imagination – much like what you would idealise as the perfect school classroom. Thinking outside of the square is what leads to the learning and the solution of the puzzles,” he stated.

 

Launching in Australia on September 30, the game has already captured the attention of the world – securing no less than 37 awards from the world’s leading video games journalists.  The objective of the game is to complete puzzles by conjuring up objects which are created by typing in the object’s name on the touch-screen. Armed only with a stylus, notepad and your imagination, players must help lead-character Maxwell acquire the Starite in each level.

 

Lateral thinking is key with players encouraged to experiment and try as many different ways as possible to solve each level – of which there are thousands upon thousands of possibilities and different combinations.  There is no single correct answer for each scenario – only multiple solutions opening up the game to endless replayability.

 

 “Aside from the game’s obvious benefits of teaching spelling, lateral thinking and problem-solving in a fun way the game also teaches players the consequence of their decisions – forcing the player to think more about the impact their here-and-now decision has on the longer term problem. For example, adding a shark to the water might solve the problem of the piranha, but if you have to cross the water what will you do with the shark? A quick fix is not always the best approach and this game encourages you to stop and consider the longer term implications of your actions,” Graham continued.

 

“The spelling aspect of the game provides great stimulation for the left side of the brain while your right side is free to conjure up vampires, time machines, dinosaurs or even a panda bear riding a bicycle – whatever it takes to solve the puzzle.”

 

Additional findings from the survey include: 

  • Game snackers are more creative than avid gamers or infrequent gamers:  Aussies who game regularly for under 30 mins each day (coined ‘game snackers’) use their creativity more often. Nearly 90 per cent of those game snackers surveyed use their creativity daily (20 per cent of which use it every hour). This is compared with  83 per cent of avid gamers (someone who games regularly for more than an hour each day) and 79 per cent of infrequent gamers (someone who rarely plays games at all)

 

  • Busting gaming stereotypes, the survey revealed that respondents who game regularly also have a greater social life. Over 20 per cent of those respondents game for around 30 mins each day prefer socialising with friends in their spare time over watching TV, drawing or reading.

 

To entertain or to train the brain, here are the reasons why we game! Brain verse Brawn: Male V’s Female

  • Down time: Women prefer to spend more time socialising in their spare time (32 per cent) compared with men who prefer to play games in their spare time (40 per cent)
  • Waking the imagination: Trying something new was seen equally by both men and women as one of the best ways to  keep your mind active and your imagination flowing  - as voted by nearly a third of respondents from both sexes
  • A third of women also stated that reading books and newspapers was a great way to  stimulate your mind while over a third of men preferred the idea of physical exercise through playing games and sports
  • Accessing your imagination: Over 82 per cent of women use their imagination everyday – 28 per cent of which admit to using it every hour. Men came out a little less imaginative, with nearly 20 per cent ‘fessing up that they only use their imagination once in a blue moon – if at all
  • Why play games? There was a clear distinction in the survey findings behind the reason that both men and women game. Over 52 per cent of women game to enable them to challenge their brain and think differently while 51 percent of men game to escape from reality
  • How do you get your game on? This was echoed in the types of games that men and women prefer to play. Guys came up trumps when it came to console or computer gaming – receiving over 67 per cent of the votes, while women, who weren’t too far behind with the console and pc gaming (37 per cent) preferred to problem solve with puzzles, crosswords and board games
  • Game on: Nearly 60 per cent of men game for under an hour each day compared with 41 per cent of women
  • Left or right? Overall, despite women constantly wanting to stimulate the left side of the brain for through puzzles, crosswords etc. women actually rate themselves more as a right sided bunch – with over 72 per cent stating they are creative thinkers. Men on the other hand, voted themselves as more logical, with nearly 60 per cent stating they have a more systemic approach to solving problems.

 

 

About the Scribblenauts

Scribblenauts was created and developed by 5TH Cell and allows players to use their imagination to create their own unique experience, allowing the game to appeal to gamers of all levels. In Scribblenauts, players use the stylus and touch screen to help Maxwell acquire the “Starite,” the prize earned from solving the puzzle in each challenge.  Entering any noun that comes to mind, players can utilize it in order to reach the goal and combine countless objects to create wildly original scenarios.

 

Scribblenauts recognises tens of thousands of words and every level has hundreds of objects that can be used as a solution, offering extensive replay value. Players can also create and share levels with the Level Editor via Nintendo DS Wi-Fi Connection.

 

Scribblenauts is rated “PG” and is now available at Australian retail stores nationwide on Nintendo DS and is Nintendo DSi compatible for a SRP of $59.95.  For more information, visit www.scribblenauts.com.

 

 For additional information, images or to interview Warner Bros. regarding the survey findings, please contact;

 

Howorth                                                          Howorth

Kathryn Colliton                                             Rebecca Tannous            

+ 61 2 8281 3812                                           +61 2 8281 3809

kathryn@howorth.com.au                          Rebecca@howorth.com.au

 

Warner Bros. Interactive Entertainment

Joel Graham

+61 2 9495 3139

joel.graham@warnerbros.com

 

 

 

*This survey was conducted between July – August 2009 by Warner Bros. Interactive Entertainment through Livewire’s members based of more than 2500 member, various primary and high schools and other outlets throughout Australia. Participants aged 7-79 years.

Futurelab Gaming in Families Research: Parents’ & childrens’ views on and experiences of gaming

Ipsos MORI recently conducted research on behalf of Futurelab consisting of two surveys – one with parents of children under 16 and one with children aged 5-15, with the key objective of examining their views on and experiences of video/computer gaming.

A full copy of the research findings can be downloaded here.

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