Gaming may be viewed as today's most popular form of entertainment, but the capacity of games to hook into the human psyche is being used to full advantage in other areas such as health and education. Digital Australia 2016, a comprehensive report on the state of interactive media in Australia, confirms that games are a serious medium for the knowledge age.
Over the last 10 years, we’ve seen the the games industry evolve into the biggest entertainment industry in the world. In 2015, it was worth over $100 billion worldwide. Major new consoles are certainly partially responsible for the recent growth spurt, but in fact the fastest growing area is mobile.
A recent article from Flurry, those fantastic mobile analytics people, clearly shows that games are still top of the popularity charts when it comes to mobile. In fact, on average, people are spending 88% more time playing games than they are using Facebook, the next most popular activity. here's a full breakdown of the numbers...
A recent report shows that global spend on game apps more than doubled from 2012 to 2013 and that digital games spend is higher than both online movies and mobile apps combined. The report also highlights that digital games are the biggest content category with consumer spend of $34B excluding apps.
Social media agency, We Are Social, have just released an excellent SlideShare with heaps of interesting social media, digital and mobile statistics from around the globe. With 180+ slides, it's a biggie, so we thought we'd highlight some Australian figures.
According to a recent report by game-market research firm Newzoo and developers AppLift, the mobile games market is expected to grow 27.3% annually to double in 2016.
We're delighted to announce that 3RD SENSE have been winners at the 2013 Sydney Design Awards. The prize was awarded for our Targeting Maths 3 App created for Blake Publishing and was entered in the "Digital Experience - Games" category
New data from Australian Bureau of Statistics reveal that, in the three months to June, the number of terabytes downloaded on mobile devices was up 43% from it's previous survey in Dec 2012.
Back in 2011, a study run by East Carolina University scientifically proved that casual gaming can relieve stress and improve wellbeing. Some of the moods measured in the study included psychological tension, anger, depression, vigor, fatigue and confusion. The results yielded significant findings and identified potential therapeutic applications of casual games as a means of addressing serious mental and physical disorders.