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video game culture : ウィキペディア英語版 | video game culture
Video Game Culture (more accurately: a subculture) is a worldwide new media subculture formed by video games. As computer and video games have exponentially increased in popularity over time, they have had a significant influence on popular culture. Video game culture has also evolved over time hand in hand with internet culture as well as the increasing popularity of mobile games. Many people who play video games identify as gamers, which can mean anything from someone who enjoys games to someone who is passionate about it. As video games become more social with multiplayer and online capability, gamers find themselves in growing social networks. Gaming can both be entertainment as well as competition, as a new trend known as electronic sports is becoming more widely accepted. Today, the impact of computer and video games can be seen in social media, politics, television, film and music. ==Demographics==
, the average age for a video game player is 30,〔(ESA report on the sales, demographics and usage data of the industry ). (PDF).〕 a number slowly increasing as people who were children playing the first arcade, console and home computer games continue playing now on current systems.〔(Jupiter Media gamer age study – press release )〕 The gender distribution of gamers is reaching equilibrium, according to a 2011 study showing that 58% of gamers are male and 42% female.,〔 ESA reported that 71% of people age six to forty-nine in the U.S. played video games, with 55% of gamers playing on their phones or mobile devices.〔. ''Shacknews'', 2008-02-04. Retrieved on 2008-05-07.〕 The average age of players across the globe is mid to late 20s, and is increasing as older players grow in numbers.〔Flew, Terry and Humphreys, Sal (2005) "Games: Technology, Industry, Culture" Oxford University Press〕 One possible reason for the growing increase in players could be attributed to the growing number of genres that require less of a specific audience. For example, the Wii console has widened its audience with games such as ''Wii Sports'' and ''Wii Fit''. Both require more activity from the user and provide more reasons to play including family competition or exercise. It could also be because people who played video games when they were young are now growing older and still have that interest in video games. Currently, the largest entertainment industry for children is gaming. According to a 2008 telephone survey with a sample size of 1,102 respondents, 97% of children living in the United States and between the ages of 12 and 17 play video games.
抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「video game culture」の詳細全文を読む
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