Tournaments are already more interactive than almost any other library program; finding ways to further involve the players and make them feel a part of the action greatly increases the positive social impact for attendees and the
Only 15 percent of the games sold in 2005 were rated “M” for “Mature” (for ages seventeen and older), despite receiving extensive coverage from major media outlets.
According to the Entertainment Software Association, among best-selling video games Children & Family Entertainment games were sold only 9.3% in 2005. I was pleasantly surprised that Family & Children’s computer games sold in 2005 have a significantly higher percentage –19,8%. However, I was disappointed that the ESA didn't mention any serious games or educational simulations.
89% of the time parents are present at the time games are purchased or rented.
61% of parents believe games are a positive part of their children’s lives.
87% of the time children receive their parents’ permission before purchasing or renting a game.35% of American parents say they play computer and video games.
Among gamer parents, 80% report that they play video games with their children, and 66% feel that playing games has brought their families closer together.
It was time when families were gathered around a fireplace to read books, recite poetry, sing or listen to music. Now, we are mesmerized by TV screens and meet our family members, relatives, and friends in a virtual world. Whether we like it or not, today the Internet is a place where our students interact, learn, communicate, and express themselves.