<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>iGEA</title>
	<atom:link href="http://www.igea.net/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.igea.net</link>
	<description>Interactive Games &#38; Entertainment Association</description>
	<lastBuildDate>Mon, 14 May 2012 03:07:23 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.2.1</generator>
		<item>
		<title>Video Games in Class</title>
		<link>http://www.igea.net/2012/05/video-games-in-class/</link>
		<comments>http://www.igea.net/2012/05/video-games-in-class/#comments</comments>
		<pubDate>Mon, 14 May 2012 03:06:12 +0000</pubDate>
		<dc:creator>iGEA</dc:creator>
				<category><![CDATA[Education]]></category>
		<category><![CDATA[Industry News]]></category>
		<category><![CDATA[homepagehero]]></category>
		<category><![CDATA[landingpagehero]]></category>

		<guid isPermaLink="false">http://www.igea.net/?p=5778</guid>
		<description><![CDATA[Edwin McRae, an English teach at Garin College in Nelson NZ spoke to TV One about why video games can be so beneficial in class, and the sucess he has found in using the medium with his students.  To watch the Video, click here.]]></description>
			<content:encoded><![CDATA[<p>Edwin McRae, an English teach at Garin College in Nelson NZ spoke to <a href="http://tvnz.co.nz/technology-news/video-games-in-class-beneficial-teacher-4885576/video" target="_blank">TV One </a>about why video games can be so beneficial in class, and the sucess he has found in using the medium with his students.  To watch the Video, click <a href="http://tvnz.co.nz/technology-news/video-games-in-class-beneficial-teacher-4885576" target="_blank">here.</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.igea.net/2012/05/video-games-in-class/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Videogame Addiction &#8211; Fact or Fantasy</title>
		<link>http://www.igea.net/2012/05/videogame-addiction-fact-or-fantasy/</link>
		<comments>http://www.igea.net/2012/05/videogame-addiction-fact-or-fantasy/#comments</comments>
		<pubDate>Mon, 07 May 2012 02:22:04 +0000</pubDate>
		<dc:creator>iGEA</dc:creator>
				<category><![CDATA[Health and Wellbeing]]></category>
		<category><![CDATA[homepagehero]]></category>

		<guid isPermaLink="false">http://www.igea.net/?p=5775</guid>
		<description><![CDATA[Gemma Lucy Smart, over at The Conversation, has written a great piece on Video Game Addiction. Ultimately Gemma concludes that problem gaming needs far more informative research undertaken, rather than just labelling excessive gamers as addicts.  Read the piece here.]]></description>
			<content:encoded><![CDATA[<p>Gemma Lucy Smart, over at <a href="https://theconversation.edu.au/" target="_blank">The Conversation</a>, has written a great piece on Video Game Addiction.</p>
<p>Ultimately Gemma concludes that problem gaming needs far more informative research undertaken, rather than just labelling excessive gamers as addicts.  Read the piece <a href="https://theconversation.edu.au/videogame-addiction-fact-or-fantasy-6732" target="_blank">here.</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.igea.net/2012/05/videogame-addiction-fact-or-fantasy/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Hands Up! It’s game on in the classroom</title>
		<link>http://www.igea.net/2012/04/hands-up-it%e2%80%99s-game-on-in-the-classroom/</link>
		<comments>http://www.igea.net/2012/04/hands-up-it%e2%80%99s-game-on-in-the-classroom/#comments</comments>
		<pubDate>Sun, 29 Apr 2012 23:06:29 +0000</pubDate>
		<dc:creator>iGEA</dc:creator>
				<category><![CDATA[iGEA News]]></category>
		<category><![CDATA[Media Releases]]></category>
		<category><![CDATA[homepagehero]]></category>
		<category><![CDATA[landingpagehero]]></category>

		<guid isPermaLink="false">http://www.igea.net/?p=5759</guid>
		<description><![CDATA[Hands Up! It’s game on in the classroom Digital New Zealand report finds 7 out of 10 parents use computer and video games as an educational tool Auckland, New Zealand – 30 April 2012 – New Zealand parents are increasingly embracing computer and video games as an educational tool, according to the latest research commissioned [...]]]></description>
			<content:encoded><![CDATA[<p align="center"><strong>Hands Up! It’s game on in the classroom</strong></p>
<p align="center"><em>Digital New Zealand report finds 7 out of 10 parents use computer and video games as an educational tool</em></p>
<p><strong>Auckland, New Zealand – 30 April 2012 –</strong> New Zealand parents are increasingly embracing computer and video games as an educational tool, according to the latest research commissioned by the Interactive Games &amp; Entertainment Association (iGEA).</p>
<p>Conducted by Bond University, the <em>Digital New Zealand 2012 </em>report found 79 per cent of parents with children under the age of 18 play video games, and a further 90 per cent of this group do so together with their children. This report shows an increase from 2010, when these figures were 63 per cent and 59 per cent, respectively.<a title="" href="#_ftn1">[1]</a></p>
<p>Furthermore, the report found 92 per cent of parents believe video games are educational, with three-in-four actively using games as an educational tool with their children.  This shows an increase from the <em>Interactive New Zealand 2010</em> study, which found 64 per cent of parents use video games as an education tool.<a title="" href="#_edn1">[i]</a></p>
<p>The report found that parents believe some video games may help their children better understand technology, maths, science, planning, language, work, life and society in general.</p>
<p>Mark Goodacre, Director of the iGEA, says video games are increasingly embraced as teaching tools not only by parents but by school teachers and university lecturers too.</p>
<p>“Educational games bring the fun, engaging and challenging elements of video games together with a learning or informative component.  Whether it’s at home or in the classroom, we’re seeing a lot more people use the appeal of video games to make learning fun,” said Goodacre.</p>
<p>Edwin McRae, English Teacher at Garin College in Nelson has seen numerous benefits in using computer and video games with his students aged 13-14 years.  “Not only do I see literacy and vocabulary improving, my students are far more engaged when we are using games.</p>
<p>“I have seen students gain a much deeper understanding of the topic they are studying as games usually encourage them to repeat exercises numerous times in order to be rewarded, earn more points or progress to further levels.  This reinforces that knowledge so much more as they repeat the skills, rather than just reading it in a book once.”</p>
<p>“It is great to see the students earn the knowledge, which in turn seems to make them value it so much more.”</p>
<p>Many educational or ‘serious games’ have already been developed locally.  Stephen Knightly, Chairman of the NZ Game Developers Association says the design skills used to make a game entertaining already include many teaching strategies.</p>
<p>“At their core, all video games are about meeting a challenge. Games continually test you and give fast feedback. That’s what makes them challenging and so well suited for teaching.</p>
<p>“Local studios have made games that help teenagers manage depression, teach autistic children to respond to emotions, let medical students practice diagnosis and help stroke victims regain mobility.”Other key findings of the Digital New Zealand report include:</p>
<ul>
<li>86 per cent of parents are always or most of the time present when buying video games for their children</li>
<li>New Zealand gamers are playing video games moderately with 58 per cent playing either daily or every day</li>
<li>69 per cent of New Zealand gamers play up to an hour at one time and only 3 per cent play for five hours or more in one sitting</li>
<li>The average New Zealand gamer is 33 years old.</li>
</ul>
<p><em>Digital New Zealand 2012 </em>is the 2nd report in a series conducted in NewZealand by Dr Jeff Brand at Bond University, based on a random sample of over 800 New Zealand households. It provides data on computer and video game use and attitudes, as well as the broader consumption of digital media.</p>
<p align="center">- ends -</p>
<p><strong>About the iGEA</strong></p>
<p>Interactive Gaming &amp; Entertainment Association proactively represents companies that publish, market and/or distribute interactive games and entertainment content.  iGEA aims to further advance the industry and the business interests of its members through informing and fostering relationships with the public, the business community, government and other industry stakeholders.  iGEA is administered by a Board of Directors and supported by the CEO, Ron Curry.  iGEA was formerly known as the Interactive Entertainment Association of Australia (IEAA).</p>
<p>For more information, please visit <a href="http://www.igea.net">www.igea.net</a>.</p>
<p><strong> </strong></p>
<p><strong>To arrange media interviews or photo opportunities with any of the following spokespeople below, please contact<br />
Grace Gabriel on +61 419 526 848 or grace@espressocomms.com.au</strong></p>
<ul>
<li>Mark Goodacre, Director of iGEA<strong></strong></li>
<li>Dr Jeffrey Brand, Bond University</li>
<li>EdwinMcRae, Junior English Teacher, Garin College<strong></strong></li>
<li>StephenKnightly, NZ Game Developers Association<strong></strong></li>
</ul>
<div><br clear="all" /></p>
<hr align="left" size="1" width="33%" />
<div>
<p><a title="" href="#_ftnref1">[1]</a> Interactive New Zealand (INZ10) report</p>
<hr align="left" size="1" width="33%" />
</div>
</div>
<div>
<div>
<p>&nbsp;</p>
</div>
</div>
]]></content:encoded>
			<wfw:commentRss>http://www.igea.net/2012/04/hands-up-it%e2%80%99s-game-on-in-the-classroom/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Hands Up!  It&#8217;s Game On in the Classroom</title>
		<link>http://www.igea.net/2012/04/hands-up-its-game-on-in-the-classroom/</link>
		<comments>http://www.igea.net/2012/04/hands-up-its-game-on-in-the-classroom/#comments</comments>
		<pubDate>Sun, 29 Apr 2012 23:06:07 +0000</pubDate>
		<dc:creator>iGEA</dc:creator>
				<category><![CDATA[iGEA News]]></category>
		<category><![CDATA[Media Releases]]></category>
		<category><![CDATA[homepagehero]]></category>
		<category><![CDATA[landingpagehero]]></category>

		<guid isPermaLink="false">http://www.igea.net/?p=5765</guid>
		<description><![CDATA[Hands Up! It’s Game On In The Classroom Digital Australia report finds 7 out of 10 parents use computer and video games as an educational tool Sydney, Australia – 30 April 2012 – Australian parents are increasingly embracing computer and video games as an educational tool, according to the latest research commissioned by the Interactive [...]]]></description>
			<content:encoded><![CDATA[<p align="center"><strong>Hands Up! It’s Game On In The Classroom</strong></p>
<p align="center"><em>Digital Australia report finds 7 out of 10 parents use computer and video games as an educational tool</em></p>
<p><strong>Sydney, Australia – 30 April 2012 –</strong> Australian parents are increasingly embracing computer and video games as an educational tool, according to the latest research commissioned by the Interactive Games &amp; Entertainment Association (iGEA).</p>
<p>The report conducted by Bond University, <em>Digital Australia 2012,</em> found that four in five parents with children under 18 years old play games and of these parents, 88 per cent play with their children.  Furthermore, 9 in 10 of these parents say games are educational and seven in ten parents actively use games as an educational tool with their children.</p>
<p>The report found that parents are seeing their children receive numerous educational benefits from playing computer and video games including learning about technology, maths, science, planning, language, work, life and society in general.</p>
<p>Ron Curry, CEO of iGEA, says video games are increasingly embraced as teaching tools not only by parents but by school teachers and university lecturers too.</p>
<p>“Educational games bring the fun, engaging and challenging elements of video games together with a learning or informative component.  Whether it’s at home or in the classroom, we’re seeing a lot more people use the appeal of video games to make learning fun,” said Curry.</p>
<p>In 2011, Victorian Education Minister, Martin Dixon released findings from the Department of Education and Early Childhood Development’s <em>Innovating with Technology 2011</em> report which highlights the positive role computer games play in student learning.</p>
<p>“Once thought of as a distraction to students, this report shows that computer games are now cementing their place in the classroom as important learning tools for all the right reasons,” Mr Dixon said.</p>
<p>“The early feedback from the 40 schools involved in this year-long trial has been overwhelmingly positive, with the initial reports from schools showing that while digital games were fun, they also held vast educational value and generated student interest in ways that more traditional methods hadn’t.”</p>
<p>Two further examples of video games being used in the classroom are included below:</p>
<ul>
<li> Fitzroy North Primary School has seen the benefits of using computer and video games when its Years 5 and 6 students played games such as Sim City 4 and Civilization as part of their Humanities and Science subjects.  Kynan Robinson, Leading Teacher &#8211; ICT and Creativity at Fitzroy North Primary School, says, “I am a big believer in using games in education as games absolutely add to the learning experience.  It goes further than simply engaging students; it encourages them to experiment, to share, to develop, to publish and to work together.”</li>
<li>Last year, Lynette Barr, a Year 5 and 6 teacher at Pentland Primary, received an Outstanding Primary Teacher Award for her work in investigating the power of games-based learning in literacy and numeracy.   Lynette Barr said, “Using an online maths games such as Lure of the Labyrinth has been such a hit with my students.  They are more willing to take risks and explore other areas of the curriculum as well as help other students learn.”</li>
</ul>
<p>Other key findings of the Digital Australia report include:</p>
<ul>
<li>79 per cent of parents are always or most of the time present when buying video games for their children</li>
<li>Australian gamers are playing video games moderately with 57 per cent playing either daily or every other day</li>
<li>59 per cent of Australian gamers play up to an hour at one time and only 3 per cent play for five hours or more in one sitting</li>
<li>The average Australian gamer is 32 years old</li>
</ul>
<p><em>Digital Australia 2012 </em>is the 4th report in a series conducted by Dr Jeff Brand at Bond University, based on a random sample of over 1,200 Australian households. It provides data on computer and video game use and attitudes, as well as the broader consumption of digital media.</p>
<p align="center">- ends -</p>
<p><strong>About the iGEA</strong></p>
<p>Interactive Gaming &amp; Entertainment Association proactively represents companies that publish, market and/or distribute interactive games and entertainment content.  iGEA aims to further advance the industry and the business interests of its members through informing and fostering relationships with the public, the business community, government and other industry stakeholders.  iGEA is<br />
administered by a Board of Directors and supported by the CEO, Ron Curry.  iGEA was formerly known as the Interactive Entertainment Association of Australia (IEAA).</p>
<p>For more information, please visit <a href="http://www.igea.net">www.igea.net</a>.   <strong></strong></p>
<p><strong>To arrange media interviews or photo opportunities with any of the following spokespeople below, please contact<br />
Grace Gabriel on +61 419 526 848 or grace@espressocomms.com.au</strong></p>
<ul>
<li>Ron Curry, CEO of iGEA <strong></strong></li>
<li>Dr. Jeffrey Brand, Bond University and Author of the Digital Australia 2012 report<strong></strong></li>
<li>Victorian Department of Education and EarlyChildhood Development<strong></strong></li>
<li>Kynan Robinson, Leading Teacher &#8211; ICT and Creativity &#8211; North Fitzroy Primary School<strong></strong></li>
<li>Lynette Barr, Year 5/6 teacher at Pentland Primary<strong></strong></li>
</ul>
<div>
<hr align="left" size="1" width="33%" />
<div>
<div>
<p>&nbsp;</p>
</div>
</div>
</div>
]]></content:encoded>
			<wfw:commentRss>http://www.igea.net/2012/04/hands-up-its-game-on-in-the-classroom/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Games for Health and Human Joysticks</title>
		<link>http://www.igea.net/2012/04/games-for-health-and-human-joysticks/</link>
		<comments>http://www.igea.net/2012/04/games-for-health-and-human-joysticks/#comments</comments>
		<pubDate>Thu, 26 Apr 2012 23:19:10 +0000</pubDate>
		<dc:creator>iGEA</dc:creator>
				<category><![CDATA[Health and Wellbeing]]></category>
		<category><![CDATA[homepagehero]]></category>
		<category><![CDATA[landingpage]]></category>

		<guid isPermaLink="false">http://www.igea.net/?p=5756</guid>
		<description><![CDATA[Dean Takahashi over at Venture Beat recently interviewed Ben Sawyer.  Ben is a pioneer in the field of Games for Health.  This is a great interview that brings the reader up to speed with some of the latest happenings in this sector and the attention it is starting to attract.  Click here to read on.]]></description>
			<content:encoded><![CDATA[<p>Dean Takahashi over at <a href="http://venturebeat.com/" target="_blank">Venture Beat </a>recently interviewed Ben Sawyer.  Ben is a pioneer in the field of Games for Health.  This is a great interview that brings the reader up to speed with some of the latest happenings in this sector and the attention it is starting to attract.  Click <a href="http://venturebeat.com/2012/04/23/ben-sawyer-on-how-games-for-health-will-lead-to-human-joysticks-interview/2/" target="_blank">here</a> to read on.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.igea.net/2012/04/games-for-health-and-human-joysticks/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>It isn&#8217;t all bad news for games retailers</title>
		<link>http://www.igea.net/2012/04/it-isnt-all-bad-news-for-games-retailers/</link>
		<comments>http://www.igea.net/2012/04/it-isnt-all-bad-news-for-games-retailers/#comments</comments>
		<pubDate>Tue, 24 Apr 2012 03:06:59 +0000</pubDate>
		<dc:creator>iGEA</dc:creator>
				<category><![CDATA[Industry News]]></category>
		<category><![CDATA[homepagehero]]></category>
		<category><![CDATA[landingpagehero]]></category>

		<guid isPermaLink="false">http://www.igea.net/?p=5753</guid>
		<description><![CDATA[Tracey Lien over at The Verge has written a piece about the state of games retail in Australia and why it isn&#8217;t all bad news.  In fact there are many opportunities that present themselves to retailers to still connect with consumers alongside the new digital spaces.   The article can be read here.]]></description>
			<content:encoded><![CDATA[<p>Tracey Lien over at <a href="http://www.theverge.com/" target="_blank">The Verge </a>has written a piece about the state of games retail in Australia and why it isn&#8217;t all bad news.  In fact there are many opportunities that present themselves to retailers to still connect with consumers alongside the new digital spaces.   The article can be read <a href="http://www.theverge.com/gaming/2012/4/20/2962202/the-sky-isnt-falling-why-game-retailers-arent-headed-for-disaster" target="_blank">here.</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.igea.net/2012/04/it-isnt-all-bad-news-for-games-retailers/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Adolescents suffering depression can benefit from game therapy</title>
		<link>http://www.igea.net/2012/04/adolescents-suffering-depression-can-benefit-from-game-therapy/</link>
		<comments>http://www.igea.net/2012/04/adolescents-suffering-depression-can-benefit-from-game-therapy/#comments</comments>
		<pubDate>Mon, 23 Apr 2012 01:12:49 +0000</pubDate>
		<dc:creator>iGEA</dc:creator>
				<category><![CDATA[Health and Wellbeing]]></category>
		<category><![CDATA[homepagehero]]></category>
		<category><![CDATA[landingpagehero]]></category>

		<guid isPermaLink="false">http://www.igea.net/?p=5748</guid>
		<description><![CDATA[A study published on bmj.com shows that teenagers suffering from depression can benefit just as much from specialised computer therapy as they do from one-to-one therapy. Researchers from the University of Auckland set out to assess whether an innovative computerised cognitive behavioural therapy intervention called SPARX could reduce depressive symptoms as much as the usual [...]]]></description>
			<content:encoded><![CDATA[<p>A study published on <a href="http://www.bmj.com/" target="_blank">bmj.com </a>shows that teenagers suffering from depression can benefit just as much from specialised computer therapy as they do from one-to-one therapy.</p>
<p>Researchers from the University of Auckland set out to assess whether an innovative computerised cognitive behavioural therapy intervention called SPARX could reduce depressive symptoms as much as the usual care can.  Their findings proved that SPARX was as effective as the usual care in reducing symptoms of depression and anxiety by at least a third.</p>
<p>For more details, click <a href="http://www.bmj.com/press-releases/2012/04/19/effectiveness-sparx-computerised-self-help-intervention-adolescents-seekin" target="_blank">here</a></p>
<p>&nbsp;</p>
]]></content:encoded>
			<wfw:commentRss>http://www.igea.net/2012/04/adolescents-suffering-depression-can-benefit-from-game-therapy/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Cheat Sheets &#8211; Why Video Games are Good for Kids AND Parents</title>
		<link>http://www.igea.net/2012/04/cheat-sheets-why-video-games-are-good-for-kids-and-parents/</link>
		<comments>http://www.igea.net/2012/04/cheat-sheets-why-video-games-are-good-for-kids-and-parents/#comments</comments>
		<pubDate>Wed, 11 Apr 2012 00:18:15 +0000</pubDate>
		<dc:creator>iGEA</dc:creator>
				<category><![CDATA[Parents]]></category>
		<category><![CDATA[Resources]]></category>
		<category><![CDATA[homepagehero]]></category>
		<category><![CDATA[landingpagehero]]></category>

		<guid isPermaLink="false">http://www.igea.net/?p=5744</guid>
		<description><![CDATA[Video games have now been around for almost 40 years, however the main media attention around video games still focuses on the controversial and the negative. Scott Steinberg, technology expert and author of the Modern Parents Guide series, has created these cheat sheets to show the benefits of the medium for kids and parents alike.  Not [...]]]></description>
			<content:encoded><![CDATA[<p>Video games have now been around for almost 40 years, however the main media attention around video games still focuses on the controversial and the negative.</p>
<p>Scott Steinberg, technology expert and author of the <a href="http://www.parentsguidebooks.com/" target="_blank">Modern Parents Guide series</a>, has created these cheat sheets to show the benefits of the medium for kids and parents alike.  Not only are video games fun, they can enhance learning and education, as well as increase skills like information processing, decision making, multi-tasking, professional development, co-operation and teamwork.</p>
<p>Check out the <a href="http://www.igea.net/wp-content/uploads/2012/04/Why-Video-Games-are-Good-for-Kids-and-Parents.pdf" target="_blank">Sheets </a>and don&#8217;t feel guilty when you incorporate games into your routine family time.</p>
<p>&nbsp;</p>
]]></content:encoded>
			<wfw:commentRss>http://www.igea.net/2012/04/cheat-sheets-why-video-games-are-good-for-kids-and-parents/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Games &amp; Interactive Entertainment Conference Returns for 2012</title>
		<link>http://www.igea.net/2012/04/games-interactive-entertainment-conference-returns-for-2012/</link>
		<comments>http://www.igea.net/2012/04/games-interactive-entertainment-conference-returns-for-2012/#comments</comments>
		<pubDate>Tue, 03 Apr 2012 02:39:28 +0000</pubDate>
		<dc:creator>iGEA</dc:creator>
				<category><![CDATA[Industry News]]></category>
		<category><![CDATA[homepagehero]]></category>
		<category><![CDATA[landingpagehero]]></category>

		<guid isPermaLink="false">http://www.igea.net/?p=5738</guid>
		<description><![CDATA[FOR IMMEDIATE RELEASE &#160; Following the success of last year’s inaugural Gametech Conference, the event will again be held at the Sydney’s Luna Park over two days, from June 19-20.  The Gametech Conference covers all segments of the interactive entertainment space &#8211; with insights from publishers, developers, mobile and social platforms, government and technology providers. [...]]]></description>
			<content:encoded><![CDATA[<p>FOR IMMEDIATE RELEASE</p>
<p>&nbsp;</p>
<p>Following the success of last year’s inaugural Gametech Conference, the event will again be held at the Sydney’s Luna Park over two days, from June 19-20.  The Gametech Conference covers all segments of the interactive entertainment space &#8211; with insights from publishers, developers, mobile and social platforms, government and technology providers.</p>
<p>&nbsp;</p>
<p>A new development for this year’s event is the inclusion of a series of case study’s delivered by corporate digital media specialists, discussing one of the hottest topic in business; gamification.</p>
<p>&nbsp;</p>
<p>Dominic Patterson, Producer of Gametech said the positive feedback from last year’s event was a clear indication that the local market desires an event devoted to the business side of gaming, especially given the growth in social gaming and gamification.</p>
<p>&nbsp;</p>
<p>The 2012 event has been strengthened with the addition of some prolific speakers from across the globe:</p>
<p align="LEFT">Ian Livingstone OBE, Life President, Eidos (UK)</p>
<p>Philip Earl, Executive Vice President, Call of Duty Business Unit, Activision (USA)</p>
<p align="LEFT">Lisa Marino, Chief Executive Officer, RockYou (USA)</p>
<p align="LEFT">Arthur Chow, Co-Founder and Chief Operating Officer, 6waves (HK)</p>
<p><strong><span style="font-family: Calibri,Bold; font-size: x-small;"><span style="font-family: Calibri,Bold; font-size: x-small;"><br />
</span></span></strong>A further 30 speakers have been confirmed from; Ubisoft, Disney Interactive Media Group, Small Worlds, Defiant Development, Optus, Bubble Gum Interactive, NOKIA, Rip Curl, Commonwealth Bank, Sydney Festival as well as an official live-link welcome from Parliament House by Federal Minister for Home Affairs Jason Clare.</p>
<p>&nbsp;</p>
<p>Recent figures from PWC show that the global video gaming market is expected to continue its growth surge reaching US$90.1 billion by 2015. In addition M2 Research has found that Gamification will be used by 70% of the Global 2000 companies by 2015.</p>
<p>&nbsp;</p>
<p align="LEFT">“Digital media has enabled Games to become integrated with every aspect of our lives. Whether it is the traditional games industry discussing industry directions or digital media specialists learning how game-play and gamification can enable new avenues of engagement, Gametech is very much needed, especially in this region” said Dominic Patterson, Producer of Gametech</p>
<p>&nbsp;</p>
<p align="LEFT">IGEA Chief Executive Ron Curry remarked: “With the astounding pace of change in content creation, engagement and distribution, Gametech is beneficial not only for the various business groups within the interactive games industry, but those that wish to work and learn from the interactive games industry”.</p>
<p> Further information on the event and registration is available at <a href="http://game-tech.com.au" target="_blank">http://game-tech.com.au</a></p>
<p>Contact: Dominic Patterson, Connect Events, <a href="mailto:dominic@connectevents.com.au">dominic@connectevents.com.au</a>; 02 8004 8593</p>
<p>&nbsp;</p>
]]></content:encoded>
			<wfw:commentRss>http://www.igea.net/2012/04/games-interactive-entertainment-conference-returns-for-2012/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>ALRC Survey Shows the Australian Public is not that offended by RC&#8217;d computer games</title>
		<link>http://www.igea.net/2012/03/alrc-survey-shows-the-australian-public-is-not-that-offended-by-rcd-computer-games/</link>
		<comments>http://www.igea.net/2012/03/alrc-survey-shows-the-australian-public-is-not-that-offended-by-rcd-computer-games/#comments</comments>
		<pubDate>Mon, 26 Mar 2012 03:13:15 +0000</pubDate>
		<dc:creator>iGEA</dc:creator>
				<category><![CDATA[Classification/R18+]]></category>
		<category><![CDATA[Industry News]]></category>
		<category><![CDATA[homepagehero]]></category>
		<category><![CDATA[landingpagehero]]></category>

		<guid isPermaLink="false">http://www.igea.net/?p=5735</guid>
		<description><![CDATA[Mark serrels over at Kotaku has reviewed the survey that was put together by the ALRC as part of the Classification Review, which looked at attitudes towards high level content in MA15+ to RC Classification Categories.  Mark reports that participants were largely unoffended by video game content that had been refused classification.  To read on click [...]]]></description>
			<content:encoded><![CDATA[<p>Mark serrels over at <a href="http://www.kotaku.com.au/" target="_blank">Kotaku</a> has reviewed the survey that was put together by the ALRC as part of the Classification Review, which looked at attitudes towards high level content in MA15+ to RC Classification Categories.  Mark reports that participants were largely unoffended by video game content that had been refused classification.  To read on click <a href="http://www.kotaku.com.au/2012/03/survey-shows-people-are-largely-unoffended-by-rcd-video-games/" target="_blank">here </a>and to view the full survey report, click <a href="http://www.alrc.gov.au/publications/community-attitudes-higher-level-media-content-community-and-reference-group-forums-con" target="_blank">here</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.igea.net/2012/03/alrc-survey-shows-the-australian-public-is-not-that-offended-by-rcd-computer-games/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

