This document discusses using online games to teach business concepts to students. It notes that many students, especially younger ones, spend several hours per week playing video games. It then outlines different levels of games ("Gamer 1.0" to "Gamer 4.0") that can help develop various skills like problem solving, decision making, and teamwork. The document provides several examples of online games that aim to simulate business activities or teach business ideas. It concludes by stating that games are effective at teaching concepts like considering variables and can encourage problem solving skills.
6. Kids ages 8-10 play video games for about one hour every day. Digital divisions. Report by the Pew /Internet: Pew Internet & American Life . US Department of Commerce 87% of 8- to 17-year old children play video games at home. Male teenagers play 13 hours of console video games a week .
7. 70 percent of the players of The Sims are women under age 25 Unfortunately, this game highlights a sexist stereotype So does this game And this one Hottest selling kid’s PC game from May 2004 to July 2006 was Princess Fashion Boutique
8. Females play 5 hours a week of console games. They make up the majority of PC gamers at 63%. Almost 43% of the gamers are female and 26% of those females are over 18.
12. Gamer 2.0 Should I shoot the aliens on the end or in the middle or all the bottom aliens first? How long do I have to shoot before an alien shoots at me? What is the pattern these aliens are following?
24. 254 Institutions of Higher Ed in 37 states have game programs 80% of parents play video games with their children and 2/3 of gamer parents feel playing games brought their families closer In 2009, 25% of Americans over the age of 50 play video games, an increase from 9% in 1999
25. Got Game: John Beck and Mitchell Wade (2004) Problem Solvers Confident Resilient Multi- tasking Informal Learners Social