Can the Games Be Serious?
There are many examples of “serious games” emerging across the public and private sectors: computer games are currently being used as tools to help young people and adults develop their skills and to help them deal with issues such as poor diet, homelessness and drugs. However, the social impact of games remains largely unknown and perceptions do tend to be negative (e.g. concerns surrounding violent video games and the safety of young people online).
The Emergence of Serious Games with Social Objectives
An estimated 59% of UK 6-65 year olds (26.5 million people) play electronic games with 21.6 million playing at least once a week. Whilst the average UK gamer is in their late twenties, virtually all children and young people play video games. In the UK, the vast majority of games are accessed through games consoles with children mainly playing by themselves, and to a lesser extent with friends and family. However, a significant minority of children and young people are playing games online, and a small percentage access games on mobile phones. There is significant projected growth in both the online and mobile markets. Around two thirds of 5-16 year olds have their own games console, whilst 87% have a console at home. Boys are much more likely than girls to own their own games console (79% compared to 50%).
Video games are therefore potentially a significant channel for engaging large numbers of people in the UK – particularly younger people some of whom are particularly hard to engage in more traditional ways like NEETS . This fact is being increasingly appreciated by social policy practitioners evidenced by a rise in applications of gaming for social policy purposes.
Click on the links below to view the documents available.
Presentation: Are you Serious?