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Year seven/eight

Explore the video game market in Europe, the third largest in the world, with a population of 63.23 million and 33.6 million gamers. Discover the gender distribution, average playtime, parental concerns, and the potential negative effects on aggression, school achievements, body weight, social skills, and emotional health. Learn about strategies for sensible gaming and how businesses use gamification as a marketing strategy. Discuss the influence of gamification on spending habits and the implications for society.

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Year seven/eight

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  1. Year seven/eight

  2. Do you play video games?

  3. We have the biggest market for video games in Europe!! We are the 3rd largest market in the world

  4. Population 63.23 million Number of gamers 33.6million 53.9% 33.6 = X 100 63.23

  5. Who plays? 51% Male 49% Female

  6. How long do they play each week? 13 hours per week 5 hours per week

  7. A survey of the parents of gamers found … Only 7% monitor the time spent playing video games

  8. Worrying…. Last week in Russia

  9. Worrying…. Blurred lines between REALITY and virtual-reality

  10. Studies in recent years reveal that… • Tend to be more aggressive • Are more prone to confrontation with their teachers • May engage in fights with their peers • See a decline in school achievements Youngsters who play video games for prolonged periods of time…

  11. School can help you be SUCCESSFUL in life

  12. Gaming can have a NEGATIVE effect on body weight

  13. Gaming has a NEGATIVE impact on social skills

  14. Gaming can NEGATIVELY affect mood and emotional health

  15. Do you give yourself a time limit for computer games each day?

  16. Strategies for sensible gaming. You could… • Have a set time for doing homework • Don’t play games until homework is done • Play computer games for just twice as long as you do homework • Only play games at the weekend • Play suitable games • Do other activities • Going out with friends instead of staying in with the computer

  17. Year 9/10/11

  18. GAMIFICATION • Now a recognised marketing strategy used by companies to sell products ……. • A simple example – challenge to employees:

  19. How did Sainsbury’s respond to being caught in the act?

  20. How was this reported?

  21. WHY WOULD THIS WORK?Businesses realise that gaming encourages spending ………. £511,000,000.00

  22. GAMIFICATION in car insurance

  23. Tutorial time • Discuss other areas where you have seen ‘gamification’ being used to influence your spending habits or how you live your life. • Think of something that you could ‘gamify’ – try to make it something educational! • Do you think gamification is a good thing – what does it say about how powerful gaming is in today’s society?

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