Uploaded by Keon Simms

Article Summaries (Topic: Video Games)

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First and last name of person 1 submitting the article: Keon Simms
Name of article: The Typical Gamer Isn't Who You Think Anymore
Author(s) Ruben Circelli
Date of article: Feb 24, 2023
Article URL:
https://epicstream.com/article/the-typical-gamer-isnt-who-you-think-a
nymore
This article makes the claim that “gamers” or people that play video games
regularly, are not primarily young adults anymore. A recent study from
ExpressVPN showed that the demographics of gamers between ages 30
and 40 played video games daily much more than gamers aged around
their 20s. The article says that older gamers are playing video games more
than younger gamers due to older gamers playing through video games in
their lives for longer, being more attached to the medium than younger
gamers who are just entering.
In terms of generational comparison, the article says that from that same
study, it reveals that “Generation Z” are not the demographic spending the
most time and money on video games, but “Millennials”, the older
generation of the two are statistically spending the most time and money on
video games. The article states that there isn’t an understandable reason
why this may be the case, but assumes that younger generations play
games on mobile phones and tablets, while older generations have played
on specialized consoles with full games to purchase.
Additionally, this study also measured emotional comparisons between
male and female gamers, highlighting that being a “gamer” isn’t just
something that applies to boys and men, but also girls and women of those
same generations. This showcases that females are getting more into
games as the years go on, with this report also highlighting that the most
popular type of game for women (as of the time of the report), was the “Call
of Duty” series of games, coming from 46% of the female participants of the
survey. Completely subverting the usual expectations that young boys are
the primary gamers of all time, when that isn’t the case.
Include all of the following information for EVERY article. This
information is not part of the ¾ - 1 page summary./;
First and last name of person 1 submitting the article: Keon Simms
Name of article: The Immersive Media Obsession: Gen Z Can’t Get
Enough
Author(s): Dan Edelstein
Date of article: Feb 22, 2023
Article URL:
https://www.yahoo.com/now/immersive-media-obsession-gen-z-15431
9812.html
This article, quoted by its own summary, is about Everyrealm, an immersive
media company that aims towards developing and investing in business,
releasing an “immersive media market report”, which was an industry
survey about the rise of the immersive media industry. The report claims
that younger generations are in a transition period from 2D social media
platforms (such as Twitter, or Facebook) to social, virtual video game
platforms (such as Steam’s VR Chat and Roblox).
The report also notes that younger audiences feel more engaged by virtual
social platforms than the current standards of social media platforms, as
users on those platforms can not only hang out and meet up with friends,
but engage in several different activities on the same platform using
in-game currencies, and create their own entertainment and content. The
article then states that the rise of immersive media and virtual worlds have
ultimately changed how younger generations socialize, as it claims nearly
90% of “Gen Z” and “Gen Alpha” consider themselves “gamers” and feel as
they can engage and express themselves better on virtual platforms than
they can on the 2D platforms.
The article then goes on to quote Everyrealm’s CEO Janine Yorio, who
notes: “Companies need to prepare for the rise of immersive media if they
want to find younger audiences. Businesses and marketers must prepare for
the rise of immersive media by adapting to this new reality if they want to
remain relevant and capture the attention of the next generation of
consumers.” The future of gaming and social media, according to the article,
appears to rest in the hands of the newest generations and their engagement
on new platforms.
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