virtual policy 08 patrice chazerand secretary general of isfe london 22-23 july 2008 kids and...

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Virtual Policy 08

Patrice ChazerandSecretary General of ISFE

London 22-23 July 2008

Kids and Virtual Spaces

ISFE

– ISFE represents the interest of the European game industry to EU institutions and other international organizations

– ISFE members include publishers and national trade associations

A fast-changing industry moving online

• Compound annual growth rate 2006-2011: 10.2% in Europe, 10.0% in Asia-Pacific, 6.7% in the US.

• Our region’s lead is even more conspicuous in the online area:

CAGR (%)                                 Online game spending                                                                                    EMEA                                                   24.6                                         US                                                        19.3                                        Asia-Pacific                                        16.1                                                                                                                 

Nielsen survey 2008

• 62% of European gamers report playing online.

• Geography: Northern and central Europe (78% in Norway, 76% in Poland and Latvia)

• Demographics: teens score 70%

• Games as socializing tools:13% of Nielsen interviewees quote social interaction as their overall motivation for playing, 27% among online players.

Online games vs virtual worlds

– Where to draw the line

– Jason Rutter : today’s online gamers are tomorrow’s developers of online games

– Common challenges: • protection of minors,• privacy, • IPRs, • freedom of expression.

The challenge of protecting minors: PEGI Online

- The essentials of PEGI Online

– The ingredients of success: • Industry, • Government, • Consumers.

BYRON REVIEW ACTION PLAN

Internet Videogames

Better regulation 2 5

Better awareness 3 6

Better education 4

Will make for EMPOWERED PARENTS

Games and Education

- John Dowell: « When you are playing video games, chances are that you are learning something”

- Marc Prensky - Five levels of learning- How (to do something: learning from experience)- What (to do or not to do: learning of rules)- Why (to attack, to cooperate: learning of strategy)- Where (does the game happen: learning of context)- Whether (to decide: learning of value-based decisions)

- European Schoolnet – Games In Schools project

More at www.isfe.euwww.pegi.info

www.pegionline.eu

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