One response to “For teens, most e-gaming is social

  1. Tom,

    Thanks for pointing out the Pew study. That’s compelling data around something I’ve instinctively seen/known for years.

    I’ve been a videogamer for over 25 years, and one of the best transformations has been the growth of social gaming–both competitive and collaborative.

    For example, when I host a party at my place, it’s almost a certainty that people will want to play Rock Band. Two people play guitar, one plays drums, and one sings karaoke along with the track. However, the game also serves as a social glue/hub.

    People swap in-and-out (turn-taking) every few songs. Meanwhile, the music provides the party’s background music. It’s transformed how gamers experience/interact with music.

    Interestingly, in Rock Band, each individual receives a personal rating of their peformance, but the score that really matters is the “band” score. You have to work as a team while playing. Just like real life.

    Similarly, online tools such as raptr.com allow online gamers to find out what games their friends are currently playing. It makes it easier for gamers to connect and play together.

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