Monday, June 30, 2008

Disabled Gamers Comprise 20% of Casual Video Games Audience





Snippets taken from long press release.



According to a new survey conducted by Information Solutions Group on behalf of PopCap Games, more than one in five (20.5%) players of casual video games have a physical, mental or developmental disability.



Those with disabilities report that they experience more significant benefits from playing and view their game-playing activity as a more important factor in their lives than do non-disabled consumers.



The most common types of disabilities and medical conditions cited by respondents, by category, were:




  • Physical: Rheumatoid Arthritis/Osteoarthritis (14%); Fibromyalgia (11%); Multiple Sclerosis (7%).


  • Mental: Moderate/Severe Depression (41%); Bipolar Disorder (16%); Anxiety Disorder (15%).


  • Developmental/Learning: ADD/ADHD (46%); Autism (15%); Dyslexia (11%).



The majority (61%) of those survey respondents with a physical disability are age 50 or older, while slightly more than half (52%) of those with a developmental/learning disability are under 18 years of age.



Perceived Benefits of Play



Fully 94% of disabled players of casual games said they believe playing casual games “provides physical or mental benefits” — compared to 80% of casual game players overall. The most common benefits cited by disabled gamers (when asked to choose as many as applied) were stress relief (81%), mood lifting (69%), distraction from issues related to disability (66%), improved concentration (59%) and mental workouts (58%).



Interestingly, the top benefits varied significantly based on the type of disability; the top three benefits by disability type were:




  • Physical: Stress relief (84%) and distraction from issues related to disability (73%)


  • Mental: Stress relief (87%) and mood-lifting (78%)


  • Developmental/Learning: Improved concentration (79%) and improved coordination/manual dexterity (73%)



Those with developmental/learning disabilities cited learning (pattern recognition, spelling, typing skills) far more often (61%) than those with disabilities that were mental (26%) or physical (23%).



Furthermore, 77% of disabled players said playing casual games provides them with “additional benefits over and above what a typical non-disabled player might experience.”



Of the “additional benefits,” responses were numerous and varied, often citing deeper sensations of achievement and “belonging,” or distraction from loneliness and/or chronic pain. As one respondent put it, “Our son with Attention Deficit Disorder does not really remember he has a disability when he is playing.”



Dr. Carl Arinoldo, a Stony Brook, New York-based psychologist of 25 years’ experience who has treated patients with a range of physical and mental disabilities, agrees: “With some forms of depression, a person may be very focused on something that clearly amounts to a misperception of reality. So the chance to distance themselves from the perceived negative situation and relax may allow them to think more clearly and consider the situation later in a more realistic manner.”



You get the idea… casual games rule!!!



If you want all of the gory details, GamesIndustry has posted the entire press release.






1:00 PM

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