Blogs tagged "gaming"

July 2019

CMC 2019: Report – Gambling and Gaming: What’s the Difference? What’s the Harm?

Posted on: Friday 05 July 2019 9:49pm

Gambling within video games is a real concern for parents and kids alike. What is the nature of the relationship between gambling and game design, and what responsibilities do we have as a community? Takeaways: Awareness is key - gambling features are prevalent in 54% of the current top grossing mobile apps, of which 94% were deemed suitable for children. Loot boxes can take many forms in gaming and certain safeguards need to be added to games to make this feature much more transparent. There is a correlation between gaming and gambling, which exploits people who are more vulnerable to addiction. Detail: Tim Miller introduced the session and ran through some sobering statistics revealing that 14% of 11-16 year olds…

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July 2018

CMC 2018: Report – eSports – Ready to Play

Posted on: Thursday 05 July 2018 1:44am by Tom Jordan

With a diverse audience of over 300 million, Esports is a hugely exciting, growing sector – but what exactly is it, how do you get involved and how do you use it to engage your own audiences? Takeaway:  Esports is MASSIVE, and is only going to get bigger. Esports is a platform to reach the unreachable audience: millenials. The platform can be a huge platform for good, creating communities and enhancing digital education. Detail: As someone whose main experience of watching gaming is impatiently standing around nagging my son to hurry up as he completes yet another game of Fortnite while his tea goes cold, I was intrigued to find out what the real deal is behind the massive, and…

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CMC 2018: Report – Research 5 & 6

Posted on: Thursday 05 July 2018 12:28am by Cate Zerega

There is no really safe place where parents feel they can let their children go wild in the current voice world. The industry has not addressed parental fears of the long term impact voice technology will have on their children. Takeaway: The most successful games are built around social mechanics at their heart. Gender differences emerge in games in terms of platform. Both genders start on tablets with boys more likely to push through to consoles and girls more likely to graduate to mobiles. Detail: Alexa, Amazon’s voice technology application, gained notoriety because it beat out “mum” as a child’s first word. Anna Campbell of Sparkler presented her research on the relationship between voice technology, children (aka gen alpha users)…

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CMC 2018: Report – eSports Tournament

Posted on: Wednesday 04 July 2018 6:24pm

Takeaway: eSports are growing in popularity, with fans across all demographics. They allow children to engage and learn through play. This kind of gaming promotes analytical thinking amongst players and improves reasoning skills. Detail: Although both online and offline competitions have been an in-home staple since the domestication of gaming technology, competitions on a professional level did not become commonplace until the late 2000s. Recently, the popularity and spectatorship of eSports has continued on an upward climb with fans across all demographics converging to watch their favourite players compete. eSports ‘shoutcasters’ — an industry term for presenters — Ketchup (Ryan Neal) and Mustard (Jake Neal) hosted a casual, improv introduction to eSports during which delegates and volunteers alike were able…

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July 2017

CMC 2017: Report – Reflecting and Serving Neurodiversity

Posted on: Wednesday 05 July 2017 5:21pm by Catherine Trewavas

The team creating new preschool programme ‘Pablo’ discussed making an inclusive, positive show which promotes understanding for children on the autistic spectrum. The session explored the process of developing stories celebrating neurodiversity and asked how we can put children’s ideas and creativity at the heart of programming Takeaway: New programme 'Pablo’ will provide an insight into the experiences of a neurodiverse child Authentic and insightful stories have been developed through working closely with people who have personal experience of autism Creating accessible games content through the addition of extra features is important in making products as inclusive as possible   Detail: Gráinne McGuinness, Creative Director at Paper Owl Films, believes in creating meaningful content for preschool viewers. ‘Pablo’ is a programme…

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CMC 2017: Report – Focus on China

Posted on: Wednesday 05 July 2017 5:10pm by Lyndsey Smith

With a co-production treaty between China and the UK imminent, host Chris Colman led the session informing delegates on how China and the West can collaborate on children’s media projects in the future.          Takeaway: Collaboration between the UK and Chinese markets is predicted to continue in the future The Department for International Trade (DIT) is on hand to help with the deal making process between the UK and China Patience is key – the language barrier must be considered Detail: Delegates were given an insight into the experiences of UK producers already working with China and from some of the Chinese producers about what they are looking for and how a China-UK collaboration could work. Oli…

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