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March 2010

The Entertainment Software Association

VIDEO GAMES: AN EXERCISE TOOL TO HELP YOU STAY ACTIVE

First Lady Michelle Obama recently launched her fitness and nutrition Let’s Move initiative to encourage children, parents, lawmakers and other public officials to adopt practices and policies that further healthier eating and exercise habits, with the goal of ending childhood obesity within a generation. Part of the Let’s Move platform is to increase opportunities for children to be physically active, both in and out of school.

The computer and video game industry supports this plan with games that can, and are, helping children achieve the 60 minutes of daily active and vigorous play they need to grow up healthy and adopt life-long exercise behavior. The first family knows this, and practices what they preach by eating more fruits and vegetables and enjoying the exercise benefits of Konami Digital Entertainment’s Dance Dance Revolution during visits to Camp David.

On the exercise front, there are a number of computer and video games designed to take advantage of new technologies to get people up and moving and create a more active lifestyle. Nintendo's Wii Fit and Wii Fit™ Plus and Electronic Arts' EA SPORTS Active offer personalized workouts by taking advantage of peripherals such as the Wii Balance Board™ accessory and setting workout routines based on time, personal fitness goals or certain target areas.

Many schools are already using "exergames" to promote increased activity and generate interest in fitness. According to the research published in the Rochester Democrat & Chronicle, physical education classes in at least 35 states have embraced video game technology. In West Virginia, all 765 public schools use Dance Dance Revolution, known for its vigorous dance moves, as part of their fitness programs.

Scientific research now suggests that playing active video games is beneficial to children, according to a study by researchers at the University of Oklahoma Health Sciences Center. The study, published in the Pediatrics, the journal of the American Academy of Pediatrics, reported that playing video games with movement can complement a comprehensive fitness routine. The researchers also noted that children were more likely to enjoy expending energy while playing these games than other forms of exercise, which is a crucial motivational factor.

Active computer and video games can be a part of a healthy lifestyle and create new opportunities for families to move together. 


GAMERS BECOME FASHIONISTAS AS STYLE GAMES HIT THE RUNWAY

While New York’s Spring 2010 Fashion Week has concluded, models are still strutting down virtual runways around the world. That is because computer and video games based on fashion are emerging as a surprise hit from Milan to Hong Kong. These games are tapping into players’ inner fashion designer as a player can do everything from choosing colors and fabrics to stocking a boutique with merchandise.

The growth of fashion games is a function of gamer demographics. The latest edition of Essential Facts about the Computer and Video Game Industry, published annually by the Entertainment Software Association, showed that 40 percent of game players are female. Women also represent 48 percent of those who purchase games. Mainstream publishers, as well as specialty companies like Her Interactive, Inc., are increasingly paying attention to the purchasing power of this group and are tailoring more games specifically toward women and girls.

Ubisoft’s Imagine Fashion Designer World Tour is part of the growing trend. The game allows players to design their own label, customizing everything about the collection from accessories right down to the logo. Nintendo’s Style Savvy is a game that combines creativity and fashion with a collection of trendy clothes, chic accessories and stylish shoes, offering customized styles from designers like Charlotte Ronson. As the owner of a clothing boutique, players must purchase inventory, monitor the store's funds and try to please a constant stream of customers who look to them for the best fashions.

The ties between fashion and the entertainment software industry do not stop at traditional games. Game publishers are introducing unique partnerships and features that are changing the game experience. Electronic Arts published The Sims 2: H&M Fashion Stuff as an add-on to its hit franchise that enables players to outfit their Sims with items from the actual H&M catalog. The clothing line Quiksilver made its current collection digitally available for purchase for Microsoft Xbox avatars.

Computer and video games, along with television shows and Web sites, are part of a trend that has directed more attention to the world of high fashion. Game publishers and fashion labels have both recognized this trend and found new and innovative ways to use the intersection of games and fashion to attract the interest of more and more consumers.


A VACATION IN VIRTUAL PARADISE

March has arrived, marking a time for families to take a break from the hustle and bustle of daily life to spend time traveling together and exploring new sights. Whether traveling by air, by land or by sea, video games are increasingly becoming a part of today’s travel experiences.

The ever-popular family destination Walt Disney World Resort in Orlando is currently undergoing renovations to give park-goers a reason to smile while waiting in line. Space Mountain, one of the park’s most popular attractions, will soon include a series of original space-related video game diversions. The games featured will last 90 seconds, allowing 86 people to play at once – giving both parents and their children welcome entertainment while waiting.

At Hong Kong International Airport, travelers spend three hours on average waiting for their departure. To make terminal time more tolerable, Sony Computer Entertainment partnered with the airport to install 14 PlayStation 3 kiosks that travelers can play free of charge. Games featured include Square Enix’s Final Fantasy XIII, Sony’s Uncharted 2 and Ubisoft’s Avatar and Assassin’s Creed 2.

Taking its first voyage in December 2009, the Royal Caribbean's Oasis of the Seas is the world’s largest passenger cruise ship. Recognizing that video games have become one of the most popular family pastimes, the ship features two video game arcades equipped with Nintendo Wii and Sony PlayStation 3 game consoles. The arcades feature sit-down racing games, including Sega’s R-Tuned and Crave Entertainment’s H2 Overdrive .New games are sent to the ship on a regular basis and travelers are encouraged to bring their own favorites on board.

Virtual reproductions of popular travel destinations in computer and video games are also getting noticed. Travel + Leisure magazine recently profiled Ubisoft’s Assassin’s Creed II as an effective way to discover Florence and Venice, Italy. The story’s author concluded by saying he believed the virtual experience of discovery and travel can be as exhilarating as the real deal.

Video games are increasingly becoming a part of our daily lives and making many of our experiences more enjoyable. Games are infiltrating the travel world and making even the most painful and stress-related moments of travel more tolerable—leaving more time for unforgettable memories.

Forward to a Friend

In the News

2/7/2010 — A High-Tech Alternative for Hollywood HopefulsNew York Times
2/22/2010 — Handing the city over to nerdsPhiladelphia Metro (PA)
2/23/2010 — League of gamersESPN.com
2/2/2010 — Minnesota Zoo releases new chapter in wolf gameMinneapolis Star-Tribune (MN) blog
2/27/2010 — Louisiana cities blaze the trail for economic developmentThe Missoulian (MT)
2/24/2010 — Growing up gamingNew Times of San Luis Obispo (CA)
2/22/2010 — Winning video game creation nets Santa Rosa man's team $100,000Santa Rosa Press Democrat (CA)
2/2/2010 — DU students pursuing degrees in gamingKDVR-TV, Denver, CO
2/19/2010 — Video Games Teaching Students MathWCIV-TV, Charleston, SC
2/25/2010 — Wii Games Speed Stroke RehabWebMD Health News
2/7/2010 — New game warns of abusive relationshipsCentral Florida Future
2/22/2010 — Playpower offers video games, skills to youth internationallyCarnegie Mellon University Tartan (PA)

Latest News Releases

Quote of the Month

"We tend to teach science, for example, by telling you a lot of stuff and then letting you do science. Games teach the other way. They have you do stuff, and then as you need to know information, they tell it to you."

—Arizona State University’s James Gee at a symposium called "First-Person Solvers? Learning Mathematics in a Video Game" at the American Association for the Advancement of Science annual meeting.

 Did You Know?

Last month, Netflix CEO Reed Hastings ascribed the movie rental company’s continued growth to the availability of its streaming service on video game consoles. Microsoft Xbox and Sony PlayStation 3 users can now watch movies instantly through their television sets and owners of Nintendo’s Wii console will be able to do the same later this spring.

Statistic of the Month

A new study by Strategic Analytics predicts that global revenue from of computer and video games will reach $64.9 billion by the end of 2013. The analysis credits an expected explosion in online revenue streams for the upsurge.

Contact Us

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For members of the media only, please contact Dan Hewitt.

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