نوع : گزارش
ناشر : IGEA
نوع فایل : PDF
زبان : انگلیسی
صفحه : 64

وضعیت صنعت بازی در استرالیا

  The role of all media, including video games, in the context of the global COVID-19 pandemic is profound
Mercifully, this moment in history provides half of the world’s population with connection through shared communications and media experiences, even if we are physically segregated to limit the spread of disease. For Australia, the lucky country, almost everyone has access to most media, including video games
Early critics of video games dismissed them as solo and lonely pursuits. Their unidimensional gaze failed to see the most basic characteristic of popular media – the ,ability to share experiences and stories even if we did so after the fact and not in real time. Imagine if the pandemic hit during the early days of video games when they were played by a single player or by up to two players in the same household. The connections formed would be made over the landline telephone as we shared notes with friends who had played the same game we played. Working from home would be a greater challenge too
This isn’t the 1970s and video games aren’t played only on that great icon of mass media: the television. Instead, video games, like most of our media, are carried on the great icon of electronic personal media: the telephone. If not being played on a smartphone, games are purchased or subscribed through the telecommunications infrastructure that once served mainly landline phones. And the great benefit of all this is that, in a global pandemic, we can play together and connect with one another, even while physically distancing
The theme of Digital Australia 2022 (DA22) is Connected by Games. It’s an effort to find joy and respite despite the Pandemic. It’s a simple story of defiance, continuation, and resilience
The quantitative data in this report are based on over 1,200 households with generous Australian adults from all over the country who answered our questions.

While the numbers have evolved and are similar to those we’ve reported over the previous 17 years and eight earlier studies, they take on a different meaning in the pandemic
Importantly, the numbers don’t uncover the individual, lived experience of Australians at this time. Therefore, in the spirit of our theme, we have chosen to tone down the
quantitative, just a little, and dial up people’s stories, just a little
What we learned through this process is that Australians have been
connected by games, that they have connected to games, with games, through the pandemic, in their families, for personal benefit, to connect to player culture, and connect the growing value of our digital economy
Video games in a pandemic are an important social connector and form of respite

We hope, in particular, you enjoy reading people’s stories of being Connected by Games

TABLE of CONTENTS

About

Connected by Games
Introduction
Key Findings

Connecting To Games
Game Households
Number of Game Devices
Types of Game Devices
Video Games Rank 2nd In Households
Importance of Broadband Features
Video: Connecting With Games
Video: Connecting Through Games

Connecting With Games
Players’ Gender Identity
Players’ Ages
Players’ Age Categories
Players’ Age Groups
Total Play Summary
Frequency, Duration of Casual Play
Frequency, Duration of In-depth Play
Total Play Time by Age and Gender

Connecting Through Games
Pandemic Impact on Game Play
Common Playing Experience
Reasons People Play Games
Popular Game Genres
Experiences With Wellbeing Games
Where People Play Games
When People Play Games
Video: Why Play Games
Video: Games and WellBeing

Connecting Games With Families
Why Parents Play Games With Children
Rules For Children’s Play
Concerns About Media Content
Parents’ Familiarity
Identifying The Status of Classifications

Connecting Games and Personal Growth
Games’ Potential for Living Well
Using Games for Health Benefits
Potential of Games for Ageing Well
Using Games at School
Potential of Games for Schools
Potential of Games for Learning
Potential of Games for Student Experience
Using Games at Work

Connecting Games and Culture
Engagement with Game Culture
Game-related Content Creation
Reasons to Follow Esports
Reasons For Attending Esports
Need for Diversity in Games

Connecting Games and Economy
Preferred Access to Games
Value of Games in Australia

Connecting To This Research
Methods

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