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Portable consoles: New equipment and new challenges

The handheld gaming market segment has long been monopolistic in nature. Nintendo was joined durably and effectively by Sony with its PSP...

The Console Segment: Market Trends

In 2011, the market segment for home consoles (sales of software and equipment) could account for 42.5% of revenues in the overall...

The key Industry Trends for 2011

Dematerialized distribution and revenues related to online practices (item selling…) By the end of 2011, 49.2% of the...

The negative effects of video games on people

They often have a bad reputation in our society. They are considered by the media as the "black beasts" responsible for school...

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Negative consequences of the excessive practice of video games

Below are listed the most commonly reported negative consequences of excessive practice reported by people with excessive practice and their families and...

Can video games have positive aspects

What is the difference between excessive use and non-problematic use? Several researches have tried to define and situate more precisely the limit...

Computer games: Market trends for offline and online games

Offline gaming market trends: the end of an era The declining market for PC games on physical media

Who can be affected by excessive use of video games

Why do we develop difficulties with the internet or video games? Several models try to explain why some of us develop excessive...

Video games as a learning tool

When dealing with a new medium for a sensitive field such as teaching, it is important to break away from preconceived ideas...

The treatments for excessive use of video games

At present, there is little research studying the different therapeutic approaches to the excessive use of video games and the Internet; therefore,...