Category: Gaming Statistics

Study: Videogames Don’t Lead to Violence

Patrick Kierkegaard, a doc student over at Essex University, published a paper in the International Journal of Liability and Scientific Enquiry, examining prior studies linking videogames to violence. Kierkegaard found the studies were heavily biased against videogames, finding scientific evidence linking videogames to violence weak at best. While someone predisposed to violence may feed off a violent videogame, the same could be said about a violent book or movie or television show.

Most intriguing, Kierkegaard points out that while videogames have become ever more graphic in recent years, with hardware and software developing to the point where visualizations are increasingly realistic and titles with disturbingly violent content continue to rack up sales, the level of violence in society continues to trend downward. Here is a widely circulated quote included in the news release, picked up by Science Daily and others:

“Violent crime, particularly among the young, has decreased dramatically since the early 1990s,” says Kierkegaard, “while video games have steadily increased in popularity and use. For example, in 2005, there were 1,360,088 violent crimes reported in the USA compared with 1,423,677 the year before. “With millions of sales of violent games, the world should be seeing an epidemic of violence,” he says, “Instead, violence has declined.”

References:
Inderscience Publishers (2008, May 15). Could violent video games reduce rather than increase violence? [Online]. Available: http://www.sciencedaily.com­ /releases/2008/05/080514213432.htm

Kierkegaard, P. (2008). Video games and aggression. International Journal of Liability and Scientific Enquiry, 1(4). 411-417.

Resistance is Futile … All Will Become Gamers

Here’s a nice article from Rob Fahey, former editor of GamesIndustry.biz, over at Times Online. Fahey makes several interesting points, including many factoids that would fit nicely in research articles on videogames.

- Nintendo is now the second most valuable company (by market cap) in Japan, after Toyota

- Consequently, the market believes the industry as a whole has enormous growth potential

- Game Group is Britain’s largest videogame retailer. Profits for the first half of 2008 will top £33 million, beating analyst estimates by 33%

- Consequently, Game Group’s market cap now tops the country’s largest construction firm by three times

- The current focus on all age groups by videogame companies is the natural outcome of marketing efforts beginning in the 1990s, when Sony began branching out from children’s television advertisements for the PlayStation to nightclubs

- The market for videogames continues to expand into all segments of the population, from teenage boys to older men; to girls and women; to senior citizens; to families as a whole

- The advanced graphics and capabilities of videogames have created a dynamic platform for storytelling that rivals moviemaking in scope

Finally, Fahey sums up with this statement, showing that eventually gaming will engulf everyone:

As video games continue to break new creative and commercial ground, the conclusion the markets have reached is simple – and inevitable. Being a stranger to interactive entertainment will be seen as eccentric as watching TV on a black and white set. Soon, we will all be gamers.

References:
Fahey, R. (2008, July 7). It’s inevitable: Soon we will all be gamers. The Times. [Online]. Retrieved July 6, 2008 from http://www.timesonline.co.uk/tol/comment/columnists/
guest_contributors/article4281768.ece

ALA: Videogames In Libraries Increase Readership

Here’s an interesting story by Michael Martinez at the Chicago Tribune sure to make gaming and library advocates happy. The American Library Association announced at their annual conference this weekend that videogames should become a focus of libraries nationwide.

Better known for its campaigns against banned books, the ALA is urging video games as an activity and collection to the nation’s 9,000 public libraries so they can better connect with the hard-to-reach demographic of children, teens and college students in the digital age.

Videogames at the library? The building with all the olde media paper-based books?

“This whole idea of video-gaming in libraries is really taking off,” ALA President Loriene Roy said … “Libraries are adapting to new technology. It ties in with one of our key values, which is equity of access,” Roy added. “It’s in the nature of the library to offer a wide range of material. It’s not the end of change for libraries.”

Other items of interest from the article:

- The conference featured a videogame pavilion funded by a $1 million grant from the Verizon Foundation; its purpose was to showcase a gaming model for libraries to emulate

- Social skills and problem solving are seen as key facets videogames can help develop in youngsters; thus more fodder for library inclusion justification

- Young folks in the know regarding videogames are called “young adult librarians.” The article indicates they represent the fastest growing group of specialists involved with the ALA

- A survey out of Syracuse University indicated that 4 out of 5 libraries allow gaming on their public access PCs. Four out of 10 promote other types of gaming activities and about 1 in 10 have gaming consoles available to patrons. Consequently, an astonishing 75% of consumers who engaged in videogaming returned to the libraries for non-gaming activities (primarily to check out a book)

- Some parental resistance has arisen from gaming activities at the libraries; other adults have responded positively, including seniors who have engaged in Wii-hab activities at their local libraries

My take: if libraries continue to expand offerings in the videogame department, patron traffic will likely increase. In turn, public support of local libraries will increase. The Syracuse study indicates many gaming patrons go on to check out books and use their library for more traditional purposes. This can only be regarded as a good thing. Finally, it seems that if the phenomenon of free checkouts for videogames expands to libraries nationwide, the paid services of videogame rentals may suffer at traditional retail outlets. Why pay to rent a game when you can simply check it out at the library?

It reminds me of that old public service ad on TV in the 1970s. I think the last two lines went something like this:

Dumb kid: Wait a minute … You can do all that at the libary? [Yup. He pronounced it wrong, without the middle 'R.']

Narrator: Yes. [Dramatically:] The Library!

References:
Martinez, M. (2008, June 30). Video games are newest tricks in your library’s book. Chicago Tribune. [Online]. Retrieved July 1, 2008 from http://www.chicagotribune.com/news/nationworld/
chi-videogaming-martinez_30jun30,0,1971117.story

Videogames Worth $57 Billion Next Year, Online Gaming Tops in Platform Revenue

Here’s a new set of stats for your next paper on videogames. Industry research indicates the videogame industry, including software, hardware, and online revenue, will top $57 billion in 2009.

Other factoids:

- Eleven countries worldwide now have videogame revenues of $1 billion annually

- Online gaming netted $7 billion in 2007, making personal computers the number one gaming platform last year

- Online gaming is forecast to reach $19 billion in 2013

The reports are from DFC Intelligence, and are aimed at corporate targets. Therefore, they are expensive. But an overview of their reports and press briefings may be obtained from DFC’s website.

Games Boom Despite Food & Fuel Costs

Today is the release date for the fourth installment in the Grand Theft Auto titles, otherwise known as GTA IV. This highly popular, sex and violence saturated series has generated plenty of publicity (mostly negative) for its publisher, Rockstar Games. Some interesting factoids can be gleaned from an article in the New York Times by Matt Richtel.

Richtel focuses on several college students and twenty-somethings who profess to barely have enough money to eat each month, but are more than willing to shell out $60 for GTA IV (or $90 for the collectors’ edition). Sales of five million copies are expected in coming days.

The so-called addictive nature of games is also brought up, with quotes from the only academic in the article:

“When gamers are in it, it’s like a druglike state. It feels so good,” said Jennifer Aaker, a professor at the Haas School of Business at the University of California at Berkeley. She said players face constant challenges and receive instant feedback, a superstimulating artificial environment.

Not only is the play experience emotional, but the purchase is emotional, too, Professor Aaker said. Players want to be the first to buy the game and master it, sweeping aside the matter of affordability.

“The last thing that comes to mind is: ‘Can I afford it?’ That question isn’t even on the radar,” Professor Aaker said. “The question is: How fast can I buy it?”

Not mentioned, but clearly related to the popularity of the series is its wide-open world approach, wherein players are not required to follow any set rules or instructions. Instead, players can simply do what they want in the environment. Such approaches are also popular in MMORPGs such as World of Warcraft.

Another interesting tidbit Richtel referenced in the article is the fact the gaming industry is booming despite hardships felt elsewhere such as rising food and fuel costs. Sales of consoles and titles are up across the board; GameStop excels while other retailers suffer.

References:
Richtel, M. (2008, April 29). For gamers, the craving won’t quit. New York Times. [Online.] Available: http://www.nytimes.com/2008/04/29/technology/29game.html?

Report: Brain Fitness Software Shows Strong Potential for Schools

The folks over at SharpBrains have released a new report: The State of the Brain Fitness Market, 2008. Highlights include the following:

1) 2007 was a seminal year for the US Brain Fitness software market, which reached $225 million in revenues – up from an estimated $100 million in 2005.

2) Over 20 companies are offering tools to assess and train cognitive skills to four customer segments: consumers; healthcare and insurance providers; K12 school systems; and Fortune 1000 companies, the military, and sports teams.

3) The Nintendo Brain Age phenomenon has driven much of the growth. The consumer segment grew from a few million in 2005 to an estimated $80 million in 2007.

4) There is major confusion in the market, so education will be key. Users and buyers need help to navigate the maze of products and claims.

5) Over 400 residential facilities for older adults have launched computerized “brain fitness centers.” Sales to the healthcare and insurance provider segment grew from $35 million in 2005 to an estimated $65 million in 2007.

6) More than five programs have shown results in randomized controlled trials. Cognitive functions that can be trained include: visual and auditory processing, working memory, attention, and decision-making.

7) A product has obtained 510(k) FDA clearance for rehabilitation of stroke and Traumatic Brain Injury patients. Another product is being used by a growing network of ADHD specialists.

8 Large-scale, fully-automated cognitive assessments are being used in a growing number of clinical trials. This opens the way for the development of inexpensive consumer-facing, baseline cognitive assessments.

9) The potential for K12 Education remains largely untapped due to limited research linking cognitive training to academic performance.

10) Companies, sports teams and the military are finding opportunities to improve productivity. The aging workforce will make this a must.

Total cost for the report is $495, with a 10% discount to blog readers until Mar. 20.

I’m particularly intrigued with the report’s findings on Brain Age, and the potential for brain fitness software in the form of educational videogames for K-12 schools.

Report: Market for Video Gaming in Mexico Soon Worth $1 Billion

I’ve blogged a lot about our Canadian friends and the wealth of research occurring on videogames north of the border. Now, here is an interesting report via MCVUK from ResearchandMarkets.com on our southern neighbors that notes marrying ages are rising, leading to a larger population with free time (usually at home with parents) and more money to spend on entertainment. Consequently, by 2010, the market for videogames in Mexico could be worth $1 billion.

Alas, the full report is a couple thousand Euro. But, the introduction and table of contents are freely available.

References:
Ingham, T. (2008, March 13). Report: Mexican games market to hit $1bn. [Online]. Retrieved March 13, 2008 from http://www.mcvuk.com/news/29906/Report-Mexican-games-market-to-hit-1bn

Case Study in the Making: Cautious Nintendo Results in Low Forecasts, Few Wiis

Here’s an article in today’s Wall Street Journal by Yukari Iwatani Kane and Nick Wingfield profiling Nintendo, and its extra-cautious corporate outlook.

While Nintendo’s problem [the Wii shortage] illustrates how tough it is for companies to try to predict demand for a product, even in the second year, it also is emblematic of the Japanese company’s native caution. In the past two years, for example, Nintendo has set earnings forecasts so conservative that they achieved them in just nine months.

Nintendo started out as a small family business more than a century ago making traditional Japanese playing cards, and has undergone difficult transitions in its business to survive. Since it started making videogame consoles, the company has seen its fortunes rise with its Nintendo Entertainment System in the 1980s, and then fall in the 1990s as it lost share to rivals Sony Corp. and Microsoft Corp.

Christopher Tang over at UCLA is given a nice quote, explaining that when faced with questions of flooding the market with a product, or predicting demand on the low side, it probably is better to go with the latter. But, consumer anger builds if the shortage continues too long. In the past, console shortages eased up after the holidays, but the Wii remains in tight supply now for the second year.

Japanese toy maker Bandai Co. is a cautionary tale. In the late 1990s, it had a huge success with its Tamagotchi virtual pets, but unanticipated demand led to shortages in stores around the world. Then, when the company focused too much on meeting demand in Japan, consumers overseas were frustrated. By the time Bandai was able to step up production and make more Tamagotchis available overseas, knock-offs flooded the markets and few people wanted the real thing. Bandai ended up cutting its pretax profit forecast by 95% in 1998.

Business schools will no doubt use Nintendo’s management decisions as case study fodder.

References:
Kane, Y.I., & Wingfield, N. (2007, December 7). Nintendo plays it a Wii bit cautious. The Wall Street Journal, p.B1. [Online.] Available: http://online.wsj.com/article/SB119697501146616201.html

Controversy Over Industry Survey Results

Kudos to Gamasutra, one of the best sites out there covering all aspects of the gaming world, for reporting on the ongoing battle between the Entertainment Software Association and the Hill & Knowlton PR company.

Hill & Knowlton conducted a survey through Opinion Research Corporation regarding public attitudes toward videogames. A total of 1,147 respondents were polled, with 60% indicating agreement with the notion that the government should regulate games with mature content. Various other statistics from the study were released, which Gamasutra covers here.

An existing rating system is already in place, albeit a volunteer one similar to that in use by Hollywood movie studios. The ESA disputes the research findings released by Hill & Knowlton, saying it casts the gaming industry in a skewed light. Specifically, the ESA levels an accusation of lying by omission:

“The research released today was conducted by Hill & Knowlton for a proposal the agency made to the ESA this summer, but only a portion of it was released publicly now. Hill & Knowlton’s decision to release these findings was both unprofessional and unethical and its timing is questionable. The research was done this summer and only performed in an effort to help Hill & Knowlton win our business.

In addition, the release of only part of the findings paints an inaccurate picture of the entertainment software industry. The other research conducted by agency but not released showed:

- More than two-thirds of 18-34 year olds currently play video games;

- Less than 1 in 5 Americans think playing video games is a negative way to spend time with friends and family;

- More than half of families think that video games are a positive way to spend time together;

- Educational video games are perceived to provide more learning than TV or DVDs.” [emphasis added]

Finally, the ESA released the original PowerPoint presentation delivered by Hill & Knowlton containing extra information on the research in question.

Online Gambling: A Press Release from Gibraltar

I had to laugh today while browsing news releases. I came across this one from Belle Rock Entertainment’s Online Casinos, which operates out of Gibraltar. Recall that the US bans online gambling, even if the site is offshore, and this peeves European casinos. So much so, they and some Caribbean nations have filed suit with the World Trade Organization against the US and the offending legislation. I’m not a fan of gambling, and I don’t condone it. But, I’m interested in research on the human element surrounding the risk of personal money with online gaming.

Reading the press release from Belle Rock, I’m struck with the similarities to mainstream MMORPGs. Here is a sample quote:

Gladiator is an online video slot of truly epic proportions set in Ancient Rome and features a massive 50 pay-lines. Its hero is a robust but romantic gladiator and when the sparks fly between him and his Roman Maiden, players score all the way with a Mixed Pay reward.

A gladiator’s battles resulting in rewards? Sounds a lot like World of Warcraft only with real money at stake. Take a look at this paragraph:

For those who prefer the snowy winterscapes of colder climates, Snow Honeys, is a feature rich, 5 reel 20 pay-line, entertainment-packed video slot. It has uber-cool mountain ski resort graphics, complete with bronzed ski instructors, Mounties, hibernating bears and snow Bunnies. The easy-on-the-eye ski-girls who show the way to a generous mix of Free Spins, Scatters, multipliers and a major Bonus feature, will delight any slot player. Adjacent Ice Castles could deliver up to 100 x multipliers and also enable the player to open up the second screen Hide and Seek bonus selection of 5 out of 12 winning windows in the castle. When the Ski Resort Scatter symbols combine, the player can score up to 30 Free Spins with a 5x multiplier and five of these adjacent will result in a massive 100x multiplier booster. Snow Honeys offer high energy slot action and has brilliant audio effects. Wagers from as little as 0.01 up to 0.5 coins can be made, making wins of up to 20 000 coins in the base game, 100 000 coins on the Free Spins and 10 000 coins on the bonus game possible.

It’s a neat press release, and it makes me hope that researchers concerned with online gambling will investigate the ramifications of combining elements of online gaming and social networks with the free spending nature of offshore wagering sites.