The videos show how gaming technology is changing the way people work, play and learn. According to the videos, consumers spend $25 billion a year on computer games and game systems. Additionally, 18-34 year old men spend an average of 2 hours per day playing video games.
Some of the things shown in the video were surprising. For example:
- In Korea, thousands of spectators flock to watch champion video game players compete live. It's a national sport and these competitors are national heroes.
- More and more, students are using computer games in the classroom to learn basic concepts, fundamentally changing the way that this generation of students learns.
- The U.S. Army uses games to attract new recruits by providing gaming simulations that provide young people with entertainment, but also a platform for recruiters to interact with them.
Games are being integrated into consumer marketing efforts. Recently, I came across an online competition about one of my favorite musicians, John Lennon, designed to market a reissue of his solo albums. The website featured a series of six games, one a week for six weeks, focused on timed trivia challenges and social sharing. I was hooked and participated in the game week after week. Does this mean I'm a gamer?
Although the games were trivia and social media-based not action-based, they still represented a new way to interact with consumers. Not only did I keep coming back to the website, I shared links with my friends on Facebook and Twitter. Games of all different kinds are providing a platform for an entertainment and marketing mix.