Game Marketing

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I read recently where kids born after 1995 will average 10,000 hours of videogame playing before their 18th birthdays. If we replaced half of those hours with additional school work, what might happen to the U.S. GDP?

How about we study what it is about video games that makes kids look forward to playing them?  Is it simply to stay away from bullies?  To forget the bad feelings resulting from a less than fulfilling school day? Or is it about things more positive. Skills development. Action. Transporting one’s self to other places? Winning? Losing? Learning how to cope?

Is it possible the game development community is ahead of the educational curriculum development community?  Just a question.  I’ve always thought turning the college application process into a game would be a neat idea.  Get kids thinking about the moves it take to get into a good college. Take kids through the process and see what the potential rewards are. The splat on the flat screens wouldn’t be blood but careers, for those prone to procrastinate.

Gamification is not new.  But interactive gamification is. And it’s rolling into modern life like a freight train. Peace!

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