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Gaming Stats

A good post-ALA post on Eli Neuberger’s session on Teens and Technology and gaming includes some useful statistics and commentary on gaming in libraries. See it here.
Short snippets from the post: You can’t ignore that 84% of kids 12-17 are internet users and that of these users 75% are using IM and 81% are playing games. From 2000 to 2004 the number of teens playing games jumped from 66% to 81%. 95% of teenage boys play video games. It’s an $11 billion business world wide.
Can libraries choose to ignore any major media format? Even one that outsells print?
Stephen

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Posted on: July 4, 2006, 12:43 am Category: Uncategorized

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  1. jennifer said

    Hello Stephen, I listened to you speak in Monterey
    2 years ago at an Internet Librarian conference. At the time you mentioned a game that has created a surge in circulation statistics for books on mythology. Could you tell me the name of that game?
    Thanks so much, Jennifer Finley, MLIS
    It’s not a pecific game. Any game that requires a personal avatar with backstory does this. Halo, World of Warcraft, EverQuest, and hundreds more.
    Stephen