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 Video game research

 

Although video games were first developed for adults, they are no longer exclusively reserved for the grown ups in the home. In 2006, Rideout and Hamel reported that as many as 29 percent of preschool children (children between two and six years old) in the United States had played console video games, and 18 percent had played hand-held ones. Given young children’s insatiable eagerness to learn, coupled with the fact that they are clearly surrounded by these media, we predict that preschoolers will both continue and increasingly begin to adopt video games for personal enjoyment. Although the majority of gaming equipment is still designed for a much older target audience, once a game system enters the household it is potentially available for all family members, including the youngest. Portable systems have done a particularly good job of penetrating the younger market.
 
Research in the video game market is typically done at two stages: some time close to the end of the product cycle, in order to get feedback from consumers, so that a marketing strategy can be developed: and at the very end of the product cycle to ‘fix bugs’ in the game. While both of those types of research are important, and may be appropriate for dealing with adult consumers, neither of them aids in designing better games, especially when it comes to designing for an audience that may have particular needs, such as preschoolers or senior citizens. Instead, exploratory and formative research has to be undertaken in order to truly understand those audiences, their abilities, their perspective, and their needs In the spring of 2007, our preschool-game production team at Nickelodeon had a hunch that the Nintendo DS* - with its new features, such as the microphone, small size and portability, and its relatively low price point - was a ripe gaming platform for preschoolers. There were a few games on the market at the time which had characters that appealed to the younger set, but our game producers did not think that the game mechanics or design were appropriate for preschoolers. What exactly preschoolers could do with the system, however, was a bit of a mystery. So we set about doing a study to answer the query: What could we expect preschoolers to be capable of in the context of hand-held game play, and how might the child development literature inform us as we proceeded with the creation of a new outlet for this age group?
 
Our context in this case was the United States, although the games that resulted were also released in other regions, due to the broad international reach of the characters. In order to design the best possible DS product for a preschool audience we were fully committed to the ideals of a ‘user-centered approach', which assumes that users will be at least considered, but ideally consulted during the development process. After all when it come to introduce a new interactive product to the child market, and particularly such a young age group within it, we believe it is crucial to assess the range of physical and cognitive abilities associated with their specific developmental stage.
 
Revelle and Medoff (2002) review some of the basic reasons why home entertainment systems commit and other electronic gaming devices, are often difficult for preschoolers to use. In addition, to their still developing motor skills (which make manipulating a controller with small buttons difficult), many of the major stumbling blocks are cognitive. Though preschoolers are learning to think symbolically, and understand that pictures can stand for real-life objects, the vast majority are still unable to read and write. Thus,  using text-based menu selections is not viable. Mapping is yet another obstacle since preschoolers may be unable to understand that there is a direct link between how the controller is used and the activity that appear before them on screen. Though this aspect is changing in traditional mapping system real movements do not usually translate into game-based activity. 

 Choose the correct answer.  

1. In 2007, what conclusion did games producers at Nickelodeon come to?
A. Games produced by rival companies were completely inappropriate for preschoolers.
B. The preschool market was unlikely to be sufficiently profitable.
C. They should put their ideas for new games for preschoolers into practice.
D. One of their hardware products would probably be suitable for preschoolers.
Explain:


2. The study carried out by Nickelodeon
A. focused on the kinds of game content which interests preschoolers.
B. investigated the specific characteristics of the target market.
C. was based on children living in various parts of the world.
D. led to products which appealed mainly to the US consumers.
Explain:


3. Which problem do the writers highlight concerning games instructions for young children?
A. The children do not follow instructions consistently.
B. Spoken instructions take up a lot of the available memory.
C. The video images distract attention from the instructions.
D. Written instructions have to be expressed very simply.
Explain:


4. Which is the best title for the reading passage?
A. Assessing the impact of video games on educational achievement
B. Researching and designing video games for preschool children
C. An overview of video games software for the preschool market
D. The effects of video games on the behaviour of young children
Explain:
Total: 87 page(s)
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