This image is a real eye-opener when you think about gaming in education - especially console gaming. Consider for example the following data garnered from this info-graphic:
- 65% of US households play video games
- the average gamer is 32 years old
- the age distribution:
- 25% under 18
- 49% between 18-49
- 26% over 50
- gamers spend an average of 18 hours per week playing video games
- 2 out of 5 gamers are female
- annual software sales for consoles are 154 million units versus 36.4 million for PCs
Gaming is a huge market, has wide-spread adoption, hits all of our target demographics, and is integral to a gamers daily life. As an educator, why am I developing learning content for Angel, Blackboard, and Moodle, when instead I could be developing content for the Wii, the XBox 360, the PS3, and even the Zune, iPhone, and Blackberry. Are we missing out on a huge opportunity? Don't even get me started on educational content for Facebook...
Source:
Online Education
1 comment:
Great graphic representation of the opportunities before us. As always, thank you for the timely information.
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