Category: Surveys

Survey: 55% of Americans Play Video Games

GameSpot talks about NPD Group’s 2009 Gamer Segmentation Report, in which 21,000 people were surveyed. About 170 million Americans are estimated to be video gamers, or 55% of the population.

The research firm went on to break down the US gaming population into seven groups, four of which use both PC and non-PC platforms. The biggest group makes up what NPD calls “Secondary Gamers” (33.6 million), mostly female gamers who play less than four hours a week and don’t own a console. The fastest-growing segment was the mostly male “Console Gamers” (32.9 million), who own at least one or two dedicated gaming machines and play around 12 hours per week. Next up is the shrinking “Heavy Portable Gamers” group (30.0 million), who own at least one portable and are the youngest group, with an average age of 19. The smallest section is the so-called “Extreme Gamers,” whose gaming habit takes up nearly as much time as a 40-hour work week.

Lots of good stats here. The full corporate research report can be purchased directly from NPD Group.

Via Wired GameLife.


Latest Nielsen Findings Show Interesting Video Game Statistics

We’re always hungry for more data on video games, the more recent the better. The good folks over at Nielsen have been recording console use for some time. They figure if an activity is taking place with a television set, they’d better collect that data. Also, they have monitoring software for computers that collects gaming and software usage from volunteers.

This newest report from Nielsen on video gaming, for both console and computer use for 4Q 2008 has some interesting info. Read my write-up for Associated Content here.

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Study: Internet Socializing Important for Teen Development

The MacArthur Foundation released a study indicating teens’ online socialization skills are nurtured and developed through exposure to social sites and other online places where socializing may occur such as in massively multiple online role playing games (MMORPGs). On the other hand, the study found teens are not using Internet resources to their full potential for scholastic purposes. But, teens do engage heavily in “peer-based, self-directed learning online” in topics that interest them.

The study lasted three years, included 800 subjects, and 5000 hours observation of online behavior. The research was led by Mizuko Ito over at UC Irvine. The New York Times reported on the study here. The executive summary can be found here.

References:
Lewin, T. (2008, November 18). Teenagers’ internet socializing not a bad thing. The New York Times. [Online]. Retrieved November 23, 2008 from: http://www.nytimes.com/2008/11/20/us/20internet.html?_r=2&partner=rss&emc=rss&pagewanted=all

Study: Most Kids Play Video Games (Some Even for Educational Purposes)

Amanda Lenhart checked in recently to talk about the latest report released by the Pew Internet & American Life Project. She was the lead investigator for the report, entitled “Teens, Video Games, and Civics.” Already it’s garnering considerable media and internet attention. Slashdot’s headline: “Study Finds Video Games Are Not Bad for Kids.” The results stem from a national telephone survey of 1,102 youths, ages 11-17, and their parents/guardians, that wrapped up in February of this year.

Several interesting findings came out of the research, including one that seems obvious but now has hard data backing it up: almost all children in the US play video games. Lenhart’s team broke down the data by gender, genre, game title, console, and more, ferreting out many interesting items. Here is a paragraph on gender:

The stereotype that only boys play video games is far from true in 2008, as girls constitute a large (if not equal) percentage of total gamers: 99% of boys play games, as do 94% of girls. While almost all girls as well as almost all boys play video games, boys typically play games with greater frequency and duration than girls. Boys are significantly more likely to play games daily than girls, with 39% of boys reporting daily game play and 22% of girls reporting the same. Boys are also more likely than girls to play games on any given day (60% of boys did, compared with 39% of girls), and when boys do play, they’re playing for longer periods of time.

Lenhart said I’d be interested in the findings on school gaming software, and she was absolutely correct. I suspect this might spur additional academic investigation, as a host of potential research questions come to mind from the findings on school games. This paragraph details the breakdown of students reporting school educational game use:

One-third (34%) of American teens have played a computer or console game at school as part of a school assignment. Lower-income teens (41%) and teens from homes with lower overall education levels (41%) are more likely than their counterparts (29%) to have played a game for school. Black teens (46%) are more likely that white teens (32%) to have played a game at school for educational purposes. Younger teens are also more likely to have played a game at school than older teens: 40% of teens ages 12-14 have played a game at school as part of a school assignment, while 29% of teens ages 15-17 have done so.

From there, researchers asked the students which games they played at school. Interestingly, here the answers got fuzzier:

When asked what games they played in school, many teens said they could not quite remember or that they played “math games” or “typing games.” Thus, we are not able to report on the most commonly played games with a degree of precision, and it was clear that no one game or one kind of game predominated. The games mentioned by five or more teens were: Oregon Trail, Fun Brain, Lemonade Stand, and Roller Coaster Tycoon.

I found it interesting that half those heavily mentioned titles stem from series started in the 1980s, which I blogged about recently here. It reminds me of some research a friend of mine once worked on in a third world country, focusing on non-governmental organizations. People working for the NGOs thought they were doing great, while the locals often held different opinions when answering the same survey questions. I suspect teachers using video games in the classroom could answer specific questions about them better than their students, but this probably holds true for other pedagogical activities as well. What kid remembers the name of any particular intervention? Without casting aspersions on either students, teachers, or the educational video games played, it was an intriguing tidbit.

In summary, this is an important dataset and report on teen gaming that other researchers will want to mine for details. There is something of interest here to anyone focusing on video games. I also liked the attention Lenhart’s team gave to social interaction in gaming, a facet so often overlooked by non-players. The main page for the report is here.

References:
Lenhart, A., Kahne J., Middaugh, E., Macgill, A. R., Evans, C., & Vitak, J. (2008, September 16). Teens, video games, and civics. Pew Internet & American Life Project. [Online]. Available: http://www.pewinternet.org/PPF/r/263/report_display.asp

Study: Roommates with Consoles May Cause Lower GPAs

One of those lovable academic rapscallions at The Irascible Professor, namely Dr. Sanford Pinsker, recently discussed a paper by Ralph Stinebrickner, over at Berea College, and Todd Stinebrickner, over at Western Ontario.

The Stinebrickners published their paper in the Berkeley Electronic Journal of Economic Analysis & Policy. At first glance, the study would not attract the attention of researchers interested in videogames. The title and abstract do not hint at videogames, but rather the mundane effect studying has on college student grades.

Subjects were recruited from Berea, where roommates are randomly assigned. Students assigned to roommates who brought a videogame console system to college with them spent less time studying than those whose roommates did not bring a videogame system. To wit: if you go to college without a gaming system, and your roommate brings one (Playstation, Xbox, or Wii), your grades will suffer. Dr. Pinsker summarizes:

At Berea, those students whose (randomly selected) roommates had video games earned significantly lower first-semester GPAs: for males, 2.74 vs. 2.98; for females, 3.03 vs. 3.16. Students with a roommate who brought a video game to college report playing video games 4.06 hours per week; students with roommates who did not bring a video game report spending 0.79 hours per week. The first group spent 2.9 hours a day studying; the second group reports spending 3.6 hours a day studying.

I’ve discussed this paper before, back when it was a work in progress. As I pointed out then, the effects gaming consoles have on GPAs as shown in the paper, while statistically significant, remain negligible in practical terms.

Study: Videogames Don’t Lead to Nightmares

Here’s an article out of Canada by Shannon Proudfoot on new German research concerning children and media. Michael Schredl, over at the Sleep Laboratory at Germany’s Central Institute of Mental Health, led the study. The researchers found no correlation between subjects’ amount of videogame play and television watching with frequency of nightmares.

He and his team asked 250 students aged nine to 13 to log the number of hours they spent every day for a week on activities such as watching TV, playing computer games, reading or playing sports, and to list the programs they watched. They were also asked whether they remembered a dream from the previous night and what it was about.

The researchers were surprised to find there was no connection between nightmares and computer games or TV shows – including the police and crime shows that 14 per cent of the children said they watched regularly.

The paper was published in the journal Dreaming where the abstract is freely available. My take: this paper offers empirical weight against arguments critical of educational videogaming where opponents state videogames lead to negative consequences such as nightmares.

References:
Proudfoot, S. (2008, July 26). TV, video games not related to nightmares: study. The Vancouver Sun. [Online]. Retrieved July 29, 2008 from http://www.canada.com/vancouversun/news/story.html?
id=41fafa28-ddf9-4c95-9215-c7e08094a9a0

Schredl, M., Anders, A., Hellriegel, S., & Rehm, A. (2008). TV viewing, computer game playing and nightmares in school children. Dreaming, 18(2). 69-76. [Online]. Available: http://psycnet.apa.org/index.cfm?fa=search.displayRecord
&uid=2008-07366-001

Study: World of Warcraft Eases Stress

Alas, this research isn’t published yet, but it was presented at the British Psychological Society’s Annual Conference in April. Jane Barnett over at Middlesex University spearheaded the effort. Here is a paragraph from a write up in Edge:

The psychologists studied 292 male and female online gamers playing World of Warcraft. They found that overall the gamers, aged between 12 and 83, were more likely to feel calm or tired after playing, although there were differences depending on sex, age and personality.

So far, the findings seem to be interpreted by the press as making a generalizing statement that feelings of relaxation tend to be experienced by violent videogame players. However, it appears this is foundational research in an effort to come up with a predictive instrument to measure proclivities toward real world violence among players. Barnett indicated the findings will help her team develop a more nuanced questionnaire for future efforts in an attempt to ferret out which players may exhibit a tendency to transfer virtual aggression to the real world.

References:
Study: Violent games relax players. (2008, April 2). [Online]. Available: http://www.edge-online.com/news/study-violent-games-relax-players

ESA Survey: Male/Female Gamer Ratio is 60/40; Average Age is 35

A new survey by Ipsos MediaCT for the Entertainment Software Association (ESA) indicates 40% of gamers are female and the average age of gamers is 35. Other findings:

- 65% of US households play videogames

- 38% of US households own a console

- Women over 18 make up a larger percentage of gamers than boys under 17 (33% to 18%)

The new 2008 “Essential Facts” booklet by the ESA is available in PDF format here.

References:
Heflinger, M. (2008, July 17). Survey: Average U.S. gamer age is 35; 40% are women. [Online]. Available: http://www.dmwmedia.com/news/2008/07/17/survey:-
average-u.s.-gamer-age-35%3B-40%25-are-women

Update:
Click here for info on new games designed for female players and how software companies are tackling this emerging market.


Industry Research: Casual Games Benefit Children with ADHD

Last time we looked at corporate research sponsored by PopCap Games, they were examining family habits related to gaming. This time they are looking at benefits casual games have for players with Attention Deficit Hyperactivity Disorder (ADHD), turning once again to Information Solutions Group for the survey work.

Kids with ADHD playing casual games (for which the kind PopCap is famous) benefitted from an increased sense of control, a boost in self esteem, improved memory, and improved focus.

Some 13,000 casual gamers were surveyed; about 2,700 reported they or their child had a disability; 422 of these were children, with half suffering from ADHD. More details on the survey are available from the companies’ press release.

Update:

Here’s an article from Wink News regarding the work of James Sendelbach in using videogames and neurofeedback with ADHD patients:

In one game, called “glider,” the goal is to keep an eagle on a video screen flying up in the air. As Brody [an ADHD patient] concentrates, the bird flies higher. But if Brody talks to someone, or looks away and loses focus, the eagle starts to drift down.

Over the course of nine months, Brody’s behavior and his grades are better. And he no longer needs medication. “I would never use the word cured,” his mom says, “Does he exhibit the symptoms of ADHD in the continuum that he would be tagged ADHD? No. He’s just better.”

As Dr. Sendelbach explains, “Medication can change it on a temporary basis. What neurofeedback does is change it on a permanent basis.”

Wii-hab Rising: NIH Joins Research Push

David Twitty of the Associated Press writes of an increase in interest and research surrounding the use of videogames for medicinal purposes. Twitty brings up the following points:

- The National Institute of Health has joined research efforts. Carmen Russoniello over at East Carolina University is studying the use of videogames as therapy for sickle cell anemia at a clinical center run by the NIH

- The Robert Wood Johnson Foundation announced a $2 million grant program earmarked for Wii-hab research

- The annual Games for Health conference saw a continued spike in attendance this year, including reps from Humana, Cigna, and Kaiser Permanente who have all backed medical games lately

- HopeLab’s ReMission has been a particular success story, helping young cancer patients understand and deal with the disease

- A survey by PopCap games found a fifth of those surveyed considered themselves disabled somehow, and that casual games helped treat the disability, particularly depression and other mental disorders

References:
Twitty, D. (2008, July 15). Medicinal use of video games growing. Associated Press. [Online]. Retrieved July 16, 2008 from http://www.kansascity.com/382/story/705991.html