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Kathleen Kremer, Ph.D. Fisher-Price Play Laboratory October 2010 Children and Video Games:  An Industry Perspective
Fisher-Price ,[object Object],[object Object],[object Object]
Fisher-Price Play Laboratory ,[object Object],[object Object],Testing/Research Content Expertise (child development, education, game play, interface, ergonomics) ,[object Object],[object Object],[object Object]
 
WHAT WORKS (Happy Kids)
WHAT WORKS (Happy Kids) WHAT DOESN’T WORK (Unhappy Kids)
Some Thoughts
1.  Realize It’s Not Just “Video Games” ,[object Object]
[object Object],Toys/Physical Play  Video Games Video Games  Toys/Physical Play
2.  Adopt a Lifespan Approach ,[object Object]
[object Object]
[object Object],[object Object],[object Object],Academia Industry
4.  Include the Social Context ,[object Object],[object Object]
[object Object],[object Object]
5.  Keep in Mind Individual   Differences Gaming Experience/Skills Content Knowledge Learning Styles/ Preferences Motivation/Interests Attitudes and Behaviors Gender
[object Object],4-yr-old novice 4-yr-old expert
6. The “Magical Formula” for transfer  Digital  Interactivity Educational Content is  not  sufficient
6. The “Magical Formula” for transfer  Digital  Interactivity Educational Content Engagement
[object Object],-  Immediately accessible -  Continuously motivating -  Tech not just for “tech sake”
 

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Children and Video Games: An Industry Perspective

  • 1. Kathleen Kremer, Ph.D. Fisher-Price Play Laboratory October 2010 Children and Video Games: An Industry Perspective
  • 2.
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  • 6. WHAT WORKS (Happy Kids) WHAT DOESN’T WORK (Unhappy Kids)
  • 8.
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  • 10.
  • 11.
  • 12.
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  • 14.
  • 15. 5. Keep in Mind Individual Differences Gaming Experience/Skills Content Knowledge Learning Styles/ Preferences Motivation/Interests Attitudes and Behaviors Gender
  • 16.
  • 17. 6. The “Magical Formula” for transfer Digital Interactivity Educational Content is not sufficient
  • 18. 6. The “Magical Formula” for transfer Digital Interactivity Educational Content Engagement
  • 19.
  • 20.