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Survey: Adults' Approval of Children's Video Game Play Centers on 'Casual,' Eschews 'Hardcore'; Child's Gender Plays Major Role




  Data Reveals Significant Parental Bias between Boys' and Girls' Gameplay
                                   Habits

    SEATTLE, Oct. 10 /PRNewswire/ -- Nearly three quarters (72%) of parents
and grandparents who play "casual" video games -- family-friendly puzzle
and word games -- say they do not allow their kids or grandkids to play
"hardcore" video games, according to a recent survey conducted by
Information Solutions Group on behalf of PopCap Games. All of these "family
gamers" say they allow their children/grandchildren to play "casual" video
games, and 80% say they play casual games with them.
    However, there's a sexist undercurrent to the survey responses. While
nearly half of parents/grandparents (48%) to children aged 14+ say they do
not allow their child/grandchild play hardcore games, 60% forbid girls from
playing hardcore games -- compared to just 37% forbidding boys.
    Dr. Carl Arinoldo, a Stony Brook, New York-based psychologist of 25
years, expert on parent-child relationships and author of the new book
Essentials of Smart Parenting, says, "Overall, boys do tend to be more
active and aggressive than girls, and their choices for play activities are
no different. It is generally considered more acceptable for boys to engage
in more action- oriented and even somewhat violent activities (such as
contact sports) than it is for girls. In addition, parents often tend to be
somewhat more protective of their daughters in what they do than they are
of their sons, allowing for a bit more independence and leeway for the
boys. This is somewhat outdated thinking, but obviously a perspective
shared by many parents even today. But most experts agree that exposing
children and adolescents to graphically explicit content of a sexual or
extremely violent nature should be avoided, and this applies to both
genders."
    Parents and grandparents were far more positive about casual video
games, and the survey results reveal adults' perceptions of the casual
gaming habits of children of different ages and genders.
Parents/grandparents report that benefits most experienced by kids aged 9
and under include:
     *  Hand-eye coordination/manual dexterity (28%)
     *  Learning skills -- pattern recognition, resource allocation, spelling,
        etc. (24%)
     *  Mental workouts/cognitive exercise (11%)
     *  Positive affirmation/confidence building (11%)
    However, in kids aged ten or older, stress relief/relaxation is the
clearest benefit:
    * Stress relief/relaxation (26%)
    * Hand-eye coordination/manual dexterity (22%)
    * Learning (17%)
    Dr. Arinoldo surmises, "While the cognitive benefits of playing casual
computer games (e.g. concentration, focusing, decision-making, etc.) are
present in some form for children of all ages, the stress-management
benefits understandably become more significant as a child ages toward and
through adolescence. From school pressures to puberty, tweens and teens
certainly experience more stress, on average, than younger children.
Playing casual computer games can be a good choice for parents to encourage
as part of their children's stress-management strategies."
    Interestingly, there were differences in play frequency across
different age groups:
     *  15% of children age 8 or younger play three times a week or more
     *  20% of 8- to 10-year olds play three times a week or more
     *  30% of 11-to 13-year olds play three times a week or more
     *  32% of 14-to 17-year olds play three times a week or more
    While this illustrates a natural increase in play as the child gets
older -- presumably because of longer attention spans and later bedtimes --
it also suggests that in the oldest age category where children have more
autonomy over their play, they are still choosing to play in moderation.
    In terms of game-play sessions, kids keep it brief with most capping
their sessions at an hour or less (84% of those less than 8 years old; 76%
of 8- to 10-year olds; 63% of 11- to 13-year olds; 58% of those 14 years or
older). Compared to hardcore gaming, where one session of Halo or World of
Warcraft can easily last over 4 hours, casual games seem to offer parents a
"safer," less all-consuming option.
    It seems likely that this "moderation" is a primary reason that parents
appear to favor casual games. 63% of casual gaming parents and grandparents
say their kids play for four hours or less a week. One of the advantages of
casual games is that players don't need to commit to marathon sessions --
they can dip in and out as they wish, fitting the games around their lives
-- rather than becoming totally immersed for hours on end, as is the case
with many hardcore games.
    In terms of frequency of play almost one quarter (24%) said the
children play casual games daily. The research showed a balance between
male and female child's play -- with 72% of males and 71% females playing
at least once a week. Whereas there is a clear perception among parents and
grandparents that hardcore games are perhaps more suitable for (or at the
least far more popular with) boys, casual games are an equally acknowledged
unisex pastime.
    "Casual computer and video games are family-friendly types of games in
which parents and children can enjoy some quality bonding time while
playing, as well as after playing when discussing the game and the various
strategies used in playing," says Dr. Arinoldo. "Parents can use the time
to encourage their children, talk to their children, and be close to their
children while engaging in an activity that has generally very positive
associations for most children," he adds.
    Survey Methodology
    This international research was conducted by Information Solutions
Group (ISG; http://www.infosolutionsgroup.com) for PopCap Games. Among the nearly
7,500 adult respondents who took part in the survey, nearly a third (31%)
indicated they had children or grandchildren under age 18 who play casual
games in their home. These results are based on online surveys completed by
2,298 respondents randomly selected between June 15 and June 29, 2007.
    About PopCap
    PopCap Games (http://www.popcap.com) is the leading multi-platform provider of
"casual games" - fun, easy-to-learn, captivating computer games that appeal
to everyone from age 6 to 106. Based in Seattle, Washington, PopCap was
founded in 2000 and has a worldwide staff of over 170 people in Seattle,
San Francisco, Chicago, Vancouver, B.C. and Dublin. Its games have been
downloaded more than 1 billion times by consumers worldwide, and its
flagship title, Bejeweled(R), has sold more than 10 million units across
all platforms. Constantly acclaimed by consumers and critics, PopCap's
games are played on the Web, desktop computers, myriad mobile devices (cell
phones, smartphones, PDAs, Pocket PCs, iPod and more), popular game
consoles (such as Xbox), and in-flight entertainment systems. PopCap is the
only casual games developer with leading market share across all major
sales channels, including Web portals, retail stores, mobile operators and
developers, and game device manufacturers.
    The PopCap logo and all other trademarks used herein that are listed at
http://www.popcap.com/trademarks are owned by PopCap Games, Inc. or its licensors
and may be registered in some countries. Other company and product names
used herein may be trademarks of their respective owners and are used for
the benefit of those owners.












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