cyberkids to gray gamers

image credit: samantha celeraThe connections between gaming, cognitive exercise, physical activity and positive socialization across the generations are well documented.

“Today’s popular culture is actually making us smarter,” argued Steven Johnson in his book Everything Bad is Good for You, wherein he demonstrates that the mental workout accomplished by gaming results in significantly positive enhancements of a player’s cognitive facilities. Years after his book was published, Scientific American magazine has rounded up the mounting scientific evidence documenting the behavioral benefits of gaming early in life, when young brains have the most “plasticity.”

These studies on the cognitive benefits of social gaming compliment earlier findings published in February of this year by The European Union Parliamentary report which documented the links between positive socialization and kids gaming.

And to keep kids moving, the Wii comes out on top for its exergaming features. This week The Globe and Mail reported on new research initiatives using the Wii by researchers from the University of Calgary and Mount Royal College; the study involves primary school kids and will measure “whether the games have an impact on their cardiovascular fitness, balance and agility.”

Largely due to the popularity of Nintendo’s Wii, The Guardian reports that “we’re all gamers now.” This based on a newly released gaming industry report on sales figures for the first six month of 2009 that show the rise in casual and family gaming, primarily on the Wii platform.

At the other end of the life course then, the connections between gaming and mental fitness among seniors is receiving increased scholarly attention and federal funding. At North Carolina State University, psychologists are studying whether playing certain video games might help slow the effects of aging. As recently reported in TIME magazine, scientists at North Carolina State have been awarded a million dollar grant from the NSF to explore the causes of mental decline, and part of that study will look into the positive correlates between gaming, being socially and physically active, and engaging mentally challenging tasks. 

The Nintendo Wii has become popular in seniors centres, with the console enriching the menu of leisure options available there, rather than displacing them. We still quilt,” says the manager of one retirement home, “but this is something more people can do.” “It’s good exercise,” said one gray gamer when interviewed, “I enjoy the fellowship and the sportsmanship.”

As part of the widespread trend in gray gaming, a local public library in Texas has received state funding to promote indoor wellness and digital literacy in the seniors community. As part of this initiative the library recently hosted a 60+ Wii summer gaming party. “I hope they do this more. It’s a nice thing,” said one 60-something gamer in attendance who admittedly “did terrible,” causing her grand-kids to explode into fits of laughter. “This is wonderful,” she observed.

Good times.


gamers in love

image credit:  karpov the wrecked trainDigital intimacy: Nintendo Wii makes top 20 list of most-wanted wedding registry items for 2009 in UK

The couple that games together, stays together? This year’s wedding season is in full swing and the bridal buying binges are taking on a distinctly digital flavor.

A new report from British department store John Lewis reveals that many of today’s wedding registries are filled with gizmos, gadgets, and high-tech gear, including the beloved Wii console.

Since many people live independently or together before marriage, basic items like tablecloths and kettles are not always the most useful wedding gifts. “Current generations are moving out, and living with multiple people before they ever get married,” writes Buzz Bishop in The Struggles of The Modern Wedding Gift Registry. “We’ve moved through the hand-me down furniture and dishes from our parents, and bought our own.”

So, when it’s wedding planning time, having the basics covered, registries fill up with luxury and leisure items like HDTVs, Wiis, and –if you register at the romantic Home Depot (or until recently, Canadian Tire), power tools and gardening gear. But is registering for a game console any different than signing up for a stainless steel BBQ?

How does this trend resonate with a recent (likely completely unscientific but very interesting) 2009 online poll that revealed one in three British men would rather play video games than have sex with their girlfriend?

Is gaming with your hubby the key to wedded bliss?

[Read more...]

gamers everyware

image credit: William Hookalways-on, everyware mobile devices enabling anytime ecommerce and play

The iPhone was recently described by Ngmoco’s Neil Young as “the first of a new class of mobile devices” that are always on, and therefore facilitate “new types of usage patterns” including painless app downloads and purchases.

As a result, the device is being credited with ushering in a new mobile economy, almost single-handedly.

This month, Apple’s App Store passed the 30,000 mark, just eight months after it launched with 500 applications. Other developers and devices are quickly following suit, including RIM which is set to open its BlackBerry App World next week. Already online is Google’s Android Marketplace which stocks about 2,300 apps on its virtual shelves.

About one quarter of the titles in Apple’s app store are games, and they are easily the most popular download.

Not surprisingly then, according to a new report by comScore, the iPhone is currently the world’s most popular gaming platform, bypassing Nintendo’s Wii and DS.

This is explained quite simply, according to Young (who is a former exec at EA and currently involved in iPhone game development), by how easy it is to download games. Young claims that everyone who owns an iPhone or iPod Touch has downloaded an app. This assertion is backed up by Greg Joswiak, VP of iPhone marketing, who recently confirmed there have been more than 800 million app downloads from the store–that’s up 60% in 60 days.

[Read more...]

gaming social FX

Beyond the FPS debate, several recent studies on the positive effects of gaming recently published.

image credit: xrrr

Connecting the dots in a research roundup:  In February 2009 The European Union Parliamentary report released its findings concerning the links between positive socialization and kids gaming. After consulting with experts from The Netherlands, UK, US, France and Germany, the EU report shows there is much more to consider about the effects of gaming beyond the red-herring of first-person-shooter (FPS) titles and the magic bullet theory of media use. The EU report concluded that gaming has educational effects that outweigh the dangers we hear so much about in mainstream media coverage.

From an industry perspective, Microsoft recently published its second annual PlaySmart/PlaySafe survey of 2500 young gamers and their parents. Some of the key findings of that research echo the conclusions from the EU report, including that games are progressive social activities. Like the EU, Microsoft found that 90% of parents are actively involved in their children’s gaming consumption and habits (a statistic repeated in the Pew Project report). Parents’ central concerns around gaming are, not suprisingly, connected to the violence in video game content (specifically in mature titles and first person shooter games) and worries about too much screen time–and not enough fresh air and active play. On that note, another study by Ipsos Media CT last fall found that regular gamers are social people on and offline, and in fact are 11% more likely to play sports than non-gamers.

When Microsoft Canada teamed up with Youthography for a survey of 1000 Canadians aged 9-17 regarding their game habits, they found largely the same patterns as mentioned above (86% of CDN parents actively involved), but also noted a disturbing trend: almost 40% of teens have witnessed cyberbullying while playing games online. More on this issue can be found in a recent episode of CBC’s The Fifth Estate, which focused on FPS competitions, compulsive and addictive gaming, and graphically violent game content.

The popularity of FPS games is undisputed, and male teens report (in the surveys above) a preference for mature titles. Still, the Pew Project made special note of the fact that the majority of teens play a variety of games, not limited to any one genre. More to this point, a recent study by Ipsos CT Media for Fox Interactive shows that 85% of the titles sold in the US in 2008 were rated E(veryone) or T(een). Additionally, thinking about the continued popularity of music and rhythm games (while declining this year), the rise of Nintendo’s Wii active gaming platform, and the emergence of the iPhone/iPodTouch as handheld gaming devices, rounds out the changing picture of mainstream gaming culture.

Still, many say that the gaming industry is losing the PR battle. As evidence, the blogosphere is abuzz about the sensationalist Change4Life marketing campaign in the UK which shows a boy holding a game controller with the tagline: “Risk an early death. Just do nothing.” In a video response ad posted on YouTube, Gamercize has an innovative take on concerns about worrisome connections between gaming, inactivity and obesity (check it out here!)

These trends in gaming research suggest that social attitudes around gaming are shifting away from a one-sided technopanic response, to widespread serious consideration of the educational and positive social effects of gaming for young people (and for not-so-young people too, the average age of gamers in Canada is 40!).

On the issue of educational game development in Canada, researchers at The Centre for the Study of Democracy at Queen’s University are getting lots of attention for their work designing a Canadian history game to be released (free of charge!) this fall.

Beyond socialization, the reports reviewed here suggest that gaming is positive for many reasons, including: improved memory and attention span, team building and collaboration skills, exercise in critical & strategic thinking, imaginative play, manual dexterity, as well as overall computer/digital/techno literacy–handy for the gamer generation to have, in order to participate in an information society.

we love wii fit

new gaming demographics:
wiifit
The portrait of a gamer is shifting to the older and rounder set, as the Wii Fit has held on to the all-format top spot for another week. Competing with Nintendo, Ubisoft’s My Fitness Coach also ascended to the top-ten titles (it’s #8), according to figures compiled at Chart Track and reported by digitalspy. “Today’s new gamer doesn’t want to waste their time playing through an epic adventure,” comments Crave blogger Don Reisinger; instead, “they want to jump on a plastic board that’s connected to the Wii.”

Is Wii Fit a decent workout? Although its “a terrific, fun system,” in a recent and insightful rant (his phrase) pro gamer Kabir Singh believes emphatically not. Singh asks rhetorically, “Have we truly entered an age where physical activity of such a minimalistic nature are causing members of our society to comment on their exertion level? Is anyone else shocked by this?” His advice? “Get outside, chase a puck, shoot a basket, pump some iron, swing the bat, kick the pads.”

Then there are those who can’t get outside. A constant stream of news stories documents the many ways that the Wii console and fit game are changing lives through physical rehabilitation. Recent examples include this story of a girl who was formerly paralyzed and used the game to get walking again, and this story about the grey-haired set sweatin’ it out in seniors’ facilities.

In January US gaming market sales were up 13% over last year (worth US$1.3 billion) prompting many in the industry to declare gaming recession-proof.