institute of games: what we do and why we do it!

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THE INSTITUTE OF GAMES switching passive consumption into active engagement

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THE INSTITUTE OF GAMESswitching passive consumption into active engagement

97% OF 6 TO 15 YEAR OLDS PLAY VIDEO GAMES

Gaming is the most popular entertainment for young people

0

10

20

30

40

50

60

70

80

90

100

2013 2014 2015 2016 2017 2018

THE GLOBAL VIDEO GAME MARKET IS BIGGER THAN THE

MUSIC AND FILM INDUSTRY COMBINED(IN BILLION U.S. DOLLARS)

MUSIC

FILM

WORLD TOP TEN COUNTRIES

4456

52

Canada

USA

UK

9FRANCE

12

Italy

SWEDENGERMANY

21

16 3220

11

AUSTRALIA

JAPAN

SOUTH

KOREA

(%) showing in circles is sales per capita

SPENDING MOST ON COMPUTER GAMES

0

20

40

60

80

100

age 0 - 1 age 1 - 2 age 3 - 4 age 4 - 5

use a computeror tablet

use the internet

use a mobilephone

tv in own room

owns a gamesconsole

KIDS START PLAYING YOUNGER AND YOUNGER85% OF 4 YEAR OLDS USE A COMPUTER OR TABLET

WHAT IS THE IMPACT OF VIDEO GAME PLAYING

ON OUR CHILDREN?

Let’s look at the benefits first and then some risks and concerns

GAMING DEVELOPS COGNITIVE SKILLS

GAMING CAN IMPROVE YOUR EMOTIONAL WELLBEING

VIDEO GAMES PROVIDE AN AVENUE FOR

CREATIVE EXPRESSION

VIDEO GAMES CREATE A LEARNING ENVIRONMENT

UNFORTUNATELY THERE ARE ALSO SOME

CONCERNS AND RISKS

ADDICTIONV I D E O G A M E

BETWEEN 2 AND 10 % PLAYS OBSESSIVELY AND EXCESSIVELY

MANY GAMES FEATURE INAPPROPRIATE CONTENT

VIOLENCE

CYBER-BULLYING

THE INSTITUTE OF GAMES FINDS

A BALANCE BETWEEN THE POSITIVES AND THE NEGATIVES

WE PROVIDE TRAINING AND WORKSHOPS TO

PARENTS, PROFESSIONALS AND YOUNG PEOPLE

WE PROVIDE GROUPS AND TREATMENT SERVICES THAT

FIND A BETTER BALANCE BETWEEN GAMING AND REAL LIFE

WE PROVIDE GAME DEVELOPMENT GROUPS AND

WORKSHOPS TO INSPIRE YOUNG PEOPLE

INTERESTED?

[email protected]

@vg_org_au

I’D LOVE TO TALK TO YOU