Call of duties be damned: gaming at work is all good

Published on the 14/08/2017 | Written by Newsdesk


Call of duty video game

Gamers (and real people) reckon video games make you see better, remember more and able to leap tall buildings in a single bound…

The video gaming industry is big business in New Zealand and indeed across the world and now a new study has shown that those spending time on the tablet, PC or console reckon doing so is good for them. Digital New Zealand 2018 studied 807 New Zealand households and 2,288 individuals of all ages and concludes that the research has busted every myth associated with computer gaming.

“There are certain stereotypes that society has created about video games – and our research breaks every one of them,” said Dr Jeff Brand, lead author of the report and Bond University Professor in a statement. “Over 65s continue to make up the largest group of players new to games, and they’re playing to achieve specific health and ageing outcomes. We have also seen a significant uptake of games in schools and the workplace. Games play a fundamental role in how we connect, stay healthy, and learn.”

This should come as good news to those inclined to take a sneaky bit of time here and there for a wee Call of Duty session, or build a new Minecraft castle, but have always laboured under the illusion that doing so plays a fundamental role in goofing off.

In what may be a spot of positive reinforcement for one’s own bad habits, the study said New Zealanders are looking to games for ‘positive ageing’ with almost 90 percent of adults surveyed saying they believe video games can increase mental stimulation. Some 76 percent reckoned video games help fight dementia, and half of respondents agreed that playing games can help increase mobility. Between the snack cupboard, beer fridge and the console, no doubt.

Kiwis also reckon hitting the PC is a component of better general health, stating playing games can improve thinking skills (85 percent), improve dexterity (76 percent) and – bizarrely, perhaps – manage pain (52 percent).

More than half (59 percent) of parents reported that their children have used video games for school curriculum, compared to 38 percent in 2016; in the 1990s, those with ZX Spectrums or Commodore 64s might recall that video games were used after school to avoid the curriculum altogether. How things have changed.

The study also showed that Kiwis are increasingly turning to games in the workplace. A third of New Zealanders have used games to improve work knowledge, and one in four have learnt health and safety rules with the help of games designed for this purpose.

Games also make a significant contribution to the economy. Digital game sales grew at a compound annual growth rate of 20 percent over the last three years. Three-quarters of Kiwis agreed making games locally benefits the New Zealand economy.

There are some numbers for that, too: globally, 2.2 billion games will help generate revenues of well over US$100 billion this year. By last year, the New Zealand games market was worth a smidge less than $300 million.

Ron Curry, CEO of games body IGEA, said: “This research gives us the data to support the anecdotes that we hear every day. The medium has been accepted and normalised. Moreover, because they’re so engaging and enjoyable, we’re seeing games move to serve uses beyond entertainment in education, health and business training. That’s where the medium gets really exciting.”

The full Digital New Zealand 2018 study is available for download.

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