Serious games for instant media (IM) generation girls
Michael J. Savoie and
Elizabeth Hubbard
International Journal of Business Excellence, 2012, vol. 5, issue 6, 706-719
Abstract:
In order to facilitate learning with games for instant media (IM) generation girls, games developers and producers must accept the fact that girls not only play games differently than boys, but their opinions of games and their access to games are heavily influenced by their mothers. Girls want 2D+ or 3D virtual worlds that reflect reality yet allow for adding their own personal touches, preferences, and senses of humour. From a business perspective, IM generation girls represent the most highly sought after market segment due to their significant spending power and interest in shopping. Serious games for IM generation girls must be developed and produced following the same strategies of consumer products in order to generate the market penetration and revenues that are possible.
Keywords: girls; gaming; IM generation; social responsibility; instant media; virtual worlds; online games; online behaviour; gender. (search for similar items in EconPapers)
Date: 2012
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