Posted on Mon, 12/16/2013 - 10:05
As a serious game developer, we at Designing Digitally realize how far-reaching the gaming phenomenon has been, and how much it has permeated multiple facets of our society.
Gaming-related programs have started to play a role in everything from job training to recreation to information sharing. In fact, your average consumer or employee is probably much more comfortable and experienced with game-based technology than you might realize.
Although most gaming is associated with home video game consoles and entertainment, serious games are designed for training or educational reasons. Companies can use game-based learning programs to train new employees, and a wide variety of organizations use serious games to teach their workers to perform various tasks. Serious game technology can even be used for virtual tours.
As more young people enter the workforce, the gamification of learning is growing by leaps and bounds, but the younger generation isn't the only age group that is leading the gaming revolution in the workplace. People well into their thirties, forties and beyond are becoming avid game-related technology users, and you might be surprised by some of the statistics on gamers and their regular habits.
For instance, you might think that your typical gamer might be in his teens or twenties, but the truth is that the average age of gamers in the United States is 37. The typical gamer has also been playing for an average of 12 years, and the average age of the most frequent game purchaser is 41. In fact, the percentage of gamers over the age of 50 has steadily increased every year since 1999.