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Utilizing the most advanced technology available, the level of brain activity was measured in numerous adolescents playing a Nintendo game and compared to the brain scans of other students doing a simple, repetitive arithmetical exercise. To the surprise of brain-mapping expert Professor Ryuta Kawashima and his team at Tohoku University in Japan, it was found that the computer game only stimulated activity in the parts of the brain associated with vision and movement. In contrast, maths stimulated brain activity in both the left and right hemispheres of the frontal lobe - the area of the brain most associated with learning, memory and emotion.
Video Game Statistics
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VideoGames Statistics by Ebay
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Videogame evolution
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- 68 percent of American households play computer or video games.
- Game console software sales totaled $8.9 billion with 189.0 million units sold ;.
- Computer games sales were $701.4 million with 29.1 million units sold ; and,.
- There was a record $2.1 billion in portable software sales with 79.5 million units sold.
- The average gamer is 35 years old.
- Above one third of gamers are ladies.
- Above one in four gamers is over 50.
- The average game purchaser is 40 years old.
- 63 percent of parents believe games are a positive part of their childrens lives.
- Sales of "family entertainment" video games more than doubled in 2007, making it the fastest growing segment of the video game market.
- 94 percent of the time, parents are present at the time games are purchased or rented.
- 88 percent of the time, parents report always or sometimes monitoring the games their children play.
- 75 percent of parents believe that the parental controls available in all new video game consoles are useful.
- 62 % of all gamers report playing games online.
- The average game player is 35 years old and has been playing games for 12 years.
- The average age of the most frequent game purchaser is 39 years old.
- Forty percent of all game players are women. In point of fact, women over the age of 18 represent a significantly greater portion of the game-playing population (34 percent) than boys age 17 or younger (18 percent).
- In 2009, 25 percent of Americans over the age of 50 play video games, an increase from nine percent in 1999.
- Thirty-seven percent of heads of households play games on a wireless device, such as a cell phone or PDA, up from 20 percent in 2002.
- Eighty four percent of all games sold in 2008 were rated "E" for Everyone, "T" for Teen, or "E10 +" for Everyone 10 +.
- Ninety two percent of game players under the age of 18 report that their parents are present when they purchase or rent games.
- Sixty three percent of parents believe games are a positive part of their childrens lives.
- Violent crime, particularly among the young, has decreased dramatically since the early 1990s. During the same time period, video games have steadily multiplied in popularity and use, exactly the opposite of what one would expect if there were a causal link.
- Many games with violent content sold in the U.S. -- and some with far more violence -- are also sold in foreign markets. However, the level of violent crime in these foreign markets is substantially lower than that in the U.S., suggesting that influences such as the background of the individual, the availability of guns and other factors are more relevant to understanding the cause of any particular crime.
- Numerous authorities, including the U.S. Surgeon General, the Federal Trade Commission, the Federal Communications Commission and several U.S. District Courts have examined the scientific record and found that it does not establish any causal link between violent programming and violent behaviour.
- 85 % of purchasers bought more than three quarters of their games in physical format, when only 5 % of purchasers bought three quarters of their games in digital format.
Video Game Statistics
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VideoGames Statistics by Ebay
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Videogame evolution
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