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