Gaming is Mainstream
Game playing is a surprisingly mainstream activity. The average game player is 33 and 47% are female (more if you’re playing on Facebook or smartphones). […]
Game playing is a surprisingly mainstream activity. The average game player is 33 and 47% are female (more if you’re playing on Facebook or smartphones). […]
Every year over 10,000 New Zealanders have a week or more off work because of a fall around the house. Falls cost our economy over $1.8 billion dollars a year. Can a game change our behaviour? […]
During June 2012, InGame Director Stephen Knightly was national speaker for the New Zealand Computer Society (now the Institute of IT Professionals). As chairperson of the NZ Game Developers Association, Stephen showed how kiwi businesses have taken up the opportunities to create and export games. […]
The rollout of UltraFast Broadband throughout New Zealand will drive uptake of e-learning, e-health and entertainment. Gaming will play a part in the consumer uptake, according to the Commerce Commission’s Future with High Speed Broadband summit. […]
Throughout the history of marketing, various maxims have rung true: sex sells, ‘magic’ sells and giving away free stuff sells. The incredible success of gaming, particularly online gaming, proves a new maxim: fun sells. […]
On average, employees using game-based training tools have:
than employees who did not use training games […]
An article by InGame Director Stephen Knightly for the November 2010 issue of NZ Marketing magazine. […]
InGame Director Stephen Knightly spoke at the TEDxAuckland 2010 conference about ‘games that do good.’ […]
A collection of presentations from around the world on ‘serious games’ and how games could change the world.
BrightMind Labs has combined Cognitive Behavioural Therapy (CBT) with immersive gaming principles to create MyFriendQuest – a game that teaches children on the autistic spectrum to better recognise and respond to emotions from facial expressions […]