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PHYLO: THE TRADING CARD GAME. Institute For The Future.

Serious Games

Gamification. Play The Past | Gameswithoutfrontiers. Networked Learning Design - home. The Digital Experience and Play | Innovaro Insights & Research. Image: x-ray delta one (Flickr) The idea of leisure and “play” for children in America has evolved from an experience cemented in timeless, staple games and toys to one that is increasingly tied to the evolving digital experience of their parents.

Consider these trends: Digital activity is soaring among kids. According to an article citing research by the Sesame Workshop, children today are increasingly digitally active—67% of eight year olds use the Internet daily, 40% of four year olds are daily video game players, and 20% of children between the ages of six and eleven own a cell phone. That’s nearly double the percentage found just five years ago (12%). Toys and games are clearly no longer just competing with other toys/games, but increasingly with consumer electronics and all manner of digital technologies for kids’ attention.

Young, Gen Y moms are exposing their kids to tech earlier than ever. The complexity of toys, and play, will intensify. Like this: Like Loading... Jesse Schell: When games invade real life. Seth Priebatsch: The game layer on top of the world.