Online or on console, the video game is an integral part of everyday French. Nevertheless, it tends to diversify by an increased risk of serious-games that are not limited to the game but rather new modes of reflection and training on the web.
Trend of the typical player
The study tells us that there are “28 million players in France”. The trend shows that women are in majority since they represent: “52% of the players against 48% for the men”, according to the national union of the video game.
The average age of online players is around 35 years old. But what about young people?
The national video game union tells us that they only match “16.5% of players under 18”.
- The complexity and diversity of video games lead us to consume them differently. Digital tablet, computer, smartphone, everything becomes accessible to lengthen our playing time and play in all circumstances.
- Tablets and consoles are in first position followed closely by the computer. Indeed, according to the national union of video game: “5.7 million players in France play video games by paying on the internet.”
Serious games begin to grow especially when games have been designed to help medical research or if one wants to improve his professional skills in sales, for example. Real communities have been created around these online games and web 2.0 and the market is growing year by year. This translates into groups of thoughts that come together to exchange ideas or advice and move forward together. This is where comes the Run 3 unblocked now.
At which frequencies?
- Despite a significant presence of women in the field of video games, they remain, all the same, occasional players.
- The most regular players correspond to high school students.
And parental control?
We also note that parental control remains the point to improve to limit access to the video game since: “less than one household out of three to install parental control on the computer, an outbreak on 8 on the console and an out of 10 homes on mobile phones according to a study by Sores. This study adds that “6 out of 10 adolescents have already felt embarrassed by game content including scary situations, violent images and racist remarks.” This is also reflected in stores and online games as 52% of teenagers have already played games not recommended for their age; 8% of teenagers, who know that games of chance are forbidden to minors, have already tried to play.
A phenomenon that represents a promising sector since video games attract more and more people of all ages. It is a way that allows parents to get closer to their children by trying to integrate into their world. However, vigilance is needed to limit access so that young people can distinguish between reality and fiction.