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
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
As reported by Jason Hill at Screenplay, a package of free online games for children with autism has received an accolade in the Victorian Government’s 2010 Premier’s Design Awards.
Whizkid Games was created by a group of final year multimedia design students from Swinburne’s Faculty of Design in collaboration with Swinburne’s National eTherapy Centre (NeTC) and Bulleen Heights Autism School. Whizkid Games aims to help autistic children learn life skills. Focusing on areas such as coping with change, recognising emotions and non-verbal communication, the 16 therapeutic games are themed around everyday activities such as getting dressed, going to school and following a schedule.
To read the article, click here
Tuesday 13 July 2010, the program Close Up on TVNZ featured a story about the revolution about to take place in the gaming industry. To watch the story, click here
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.
As reported at smh.com.au, some Australian Companies are following their American and British counterparts, and turning to game developers to help create recruitment, marketing and training programs that are fun, engaging adn cost efficient.
Some of these companies that have commissioned these serious games include ASIO, McDonalds and the NRMA. To find out more click here
As reported by Amy Coderoy on smh.com.au, an innovative program developed by Neuroscience Research Australia involves the use of computer games, such as Wii Sports, to help stroke victims gain back speech and movement. To learn more, click here.
Brian Crecente over at kotaku.com.au has written a great article on how to protect, not isolate your children when they want to play games online. There are even some pretty good instructions to ensure parental controls are set and recommendations as to how to monitor your children when they want to move into this arena.
To read the article, click here
Nicki Phillips has written an interesting article for Digital Life over at smh.com.au about how virtual reality games are being used as anaesthesia for pain management.
Whilst some parents would see video games as an unwelcome distraction, some parents welcome this distraction in helping their children who have suffered a serious injury.
To read more about this serious use of games, click here
Over at itnews.com.au, Liz Tay reports that the Australian game development industry is getting ’serious’ about software development for medical, military and educational purposes.
According to the iGEA commissioned 2009 Bond University report, 68 percent of Australians play computer games. This is a market Ben Kilsby, CEO of simulation company Holopoint Interactive, is keen to address. Kilsby defines ’serious gaming’ as the application of video game methodology and technology for “purposes that are not entirely entertainment”.
Describing a generation of non-linear thinkers who are becoming decision makers in the workforce, Kilsby expects a new wave of serious games for training and education.
To read about some OS applications, click here