Sound Research WIKINDX |
Resource type: Web Article BibTeX citation key: Pratchett2005 Email resource to friend View all bibliographic details |
Categories: General Creators: Pratchett |
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Abstract |
"With consumption growing at a steady rate, today s digital games are being recognised as a powerful and unique entertainment force. But just how important have games become to the players themselves? What value do they place on them in their lives compared to other entertainment forms? What is popular, and why? In Summer 2005 the BBC's Audience Research department undertook a research study on behalf of the New Media and Technology division amongst people between the ages of 6-65 (grouped into six sections: 6-10, 11-15, 16-24, 25-35, 36-50 and 51-65 years old). As well as surveying just under three and a half thousand people across the UK, we also commissioned qualitative research from fourteen mini-groups of gamers from the first four age groups (in Leeds and London). The results give us a light-touch window into the gaming life of UK residents today. In the context of a multi-platform Digital Britain, we wanted to know what the British public thinks of games and the gaming experiences across the various different platforms capable of delivering digital entertainment, and how they fit the gaming experiences in with their other media activities. Specifically, we wanted to know:
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard |