Online Games - Kids play, Parents Trust
August 12th 2008 02:53
A recent study into kids, toys and online games, entitled “Online Play: Earning Mom’s Trust and Children’s Interest,” has reported that more kids are playing online games and parents are becoming more trusting of the technology.
The results, released by The Toy Industry Association in the US, are “designed to help industry players understand what’s driving moms and kids aged 2 to 14 towards social gaming and entertainment.”
Almost 30% of online gamers in this age bracket have purchased either a physical items or digital content from gaming websites, while players are also spending an average of more than 16 hours per week in their virtual worlds.
Some of the most popular games off an online-offline experience that players say enhances the play value of the games and “glue” digital natives to a new generation of players. Kids rarely go online alone, with most having another playing partner in the room with them, usually a sibling. This has caused some gaming critics to suggest that they could be used a family bonding tools, even across generations.
Gaming is still the primary activity driving kids’ internet use. With players under 14 spending over 75percent of their online time gaming.
Further results are expected to be released at the upcoming Virtual Worlds Kids conference in LA this coming September.
The results, released by The Toy Industry Association in the US, are “designed to help industry players understand what’s driving moms and kids aged 2 to 14 towards social gaming and entertainment.”
Almost 30% of online gamers in this age bracket have purchased either a physical items or digital content from gaming websites, while players are also spending an average of more than 16 hours per week in their virtual worlds.
Some of the most popular games off an online-offline experience that players say enhances the play value of the games and “glue” digital natives to a new generation of players. Kids rarely go online alone, with most having another playing partner in the room with them, usually a sibling. This has caused some gaming critics to suggest that they could be used a family bonding tools, even across generations.
Gaming is still the primary activity driving kids’ internet use. With players under 14 spending over 75percent of their online time gaming.
Further results are expected to be released at the upcoming Virtual Worlds Kids conference in LA this coming September.
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