Saturday, June 27, 2015

Don't Tell Me Video Games are for Kids

Don't tell me video games are for kids. The Education Software Association released its annual report in 2014 which states the average age of a video game player in this country is 31 years old, and to boot, 48% of them were females. So lets get reading (playing).
  • The number of females gamers age 50 and older increased by 32% from 2012 to 2014
  • Women age 18 or older represent a significantly greater portion of the game-playing population (36%) than boys age 18 or younger (17%).
  • The average number of years gamers have been playing video games: 14
  • Adult gamers have been playing for an average of 16 years, with the adult men averaging 18 years and adult women averaging 13 years.
  • The average computer game player is 35 years old.
  • 44% of game players state that computer and video games give them the most value for their money, compared to with DVDs, music, or going out to the movies.
  • Casual and social game play on mobile devices and online has increased significantly over the past year. Among most frequent gamers, social games are now the most popular genre, increasing in popularity by 55% from 2012 to 2013.
I bring up these figures because every time you see the word "games" or "playing" above, just replace it with reading in your head, and you will begin to understand my pressing concern with video games and reading. In my book, Brown discusses the trend of reading to be something much more digital than we ever thought it would be.

Below: I provided some basic rental stats from Redbox, a popular rental company. There is a new digital library in town, and they aren't checking out books people...

13 comments:

  1. I am concern about the increasing trend of video games and how it is going to affect the literacy skills among our students. Good education and literacy are essential for protecting our democracy.

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  2. There are differences between textual decoding and reading comprehension skills, like what you are saying, and transactions of thought like what Rosenblatt would talk about when it comes to literacy. Think about literacy as a broad spectrum of skills. I agree with you that students should be great textual readers and writers, but I fear education is overseeing the value in digital literacies like video games, as they help promote and build strong readers in all literacies. Does that make sense Ahmed?

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  3. There are many adults who enjoy playing the vedio games because it expands their imaginations . I one of people who love some kinds of games. It is a good thing when adults share understanding For these games with children.

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  4. This is the third time I have tried to post a comment to your blog. Sorry. I just have a hard time seeing the connection between video gaming and literacy. I have encountered fathers of my son's friends who seem to spend more time mesmerized by their video games than their kids.

    The only socially redeeming value I see is the venue can be used as a simulator. Seriously-Flight Simulator. Ha!

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  5. It is interesting that women and adults are the ones playing video games. I cannot find the time or the interest in games. I guess some people are into stuff like that and I did not have any idea that it was that bad. Yikes

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  6. People are now coming up with games online, or video games that conduct some type of learning! Which is a great creative way to get students interested in learning of other subject and possibly retaining the information, like we as teachers want! But the only problem is that this "gaming" is not reality. For example, a guy went on a hunt (a real hunt with a tag) and said i can shoot through the brush or else a lion will come out and attack. Which this is all based on a video game! In reality, for hunting, you cant shoot through the brush. This means that we need to teach our students reality of the world and not fantasy.

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  7. What disturbs me is how violent some video games are (ex. Mortal Combat). Playing these games may be desensitizing children and adults to senseless violence. Some people have issues keeping reality and fantasy separate. Parents should definitely monitor what their children/teenagers are playing and limit their time even if it is an "okay" game. Creating your own game on the other hand sounds very intellectual and would teach students a ton about programming, graphics, etc.

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  8. What disturbs me is how violent some video games are (ex. Mortal Combat). Playing these games may be desensitizing children and adults to senseless violence. Some people have issues keeping reality and fantasy separate. Parents should definitely monitor what their children/teenagers are playing and limit their time even if it is an "okay" game. Creating your own game on the other hand sounds very intellectual and would teach students a ton about programming, graphics, etc.

    ReplyDelete
  9. As violent as some of these games may be there has to be some advantages. I would think that children and adults know the the difference between fantasy and reality (I would hope anyway). Games like mindcraft are pretty cool for kids, both my little ones love that game. They search youtube for videos on how to advance and it keeps them sharp. As a parent we need to keep an open mind.

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  10. As violent as some of these games may be there has to be some advantages. I would think that children and adults know the the difference between fantasy and reality (I would hope anyway). Games like mindcraft are pretty cool for kids, both my little ones love that game. They search youtube for videos on how to advance and it keeps them sharp. As a parent we need to keep an open mind.

    ReplyDelete
  11. As violent as some of these games may be there has to be some advantages. I would think that children and adults know the the difference between fantasy and reality (I would hope anyway). Games like mindcraft are pretty cool for kids, both my little ones love that game. They search youtube for videos on how to advance and it keeps them sharp. As a parent we need to keep an open mind.

    ReplyDelete
  12. Miles I agree that video gaming based on the definition of reading and writing we've been getting from readings and books is an interesting take on this entertainment form. It implies that it is a learning tool. Is it a learning tool?




    Despite the popularity you delineated via the mass of statistical data, I'm wondering what other value (other than entertainment) that video gaming brings to its mass of enthusiasts. The better the hardware and software become, the better at simulating reality this venue becomes. I see the value it has as a simulator type tool. It certainly is cheaper than the mechanical simulators pilots used to labor through.




    But, what value does the constant barrage of "shoot 'em up" games bring us?

    ReplyDelete
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    ReplyDelete

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