New research shows that children who play video games are more likely to practice sport in real life

By July 8, 2010 Press Releases

TIGA, the trade association representing the UK games industry, today noted that new research published by ESSEC, one of France’s leading business schools, shows that playing sports video games can increase participation in real sports, especially among young men and boys.

According to the study, 38 per cent of boys under the age of 21 who play sports games on active video game consoles practice their favorite virtual sport in real life and 75 per cent of video gamers participate in some kind of real sport. The more they play active video sports games, the more likely adolescents are to practice sports. The findings come out of a case study analyzed by students in ESSEC’s International Sports Marketing Chair.

“Video games are frequently demonized,”” said Thierry Lardinoit, Head of the International Sports Marketing Chair, and Head of the Marketing Department at Essec. “We now know that these fears are unfounded. While it is difficult to fight against the consumption of video games, which has become more and more widespread among youth, we can use this consumption to further the realistic goal of encouraging physical activity among adolescents.””

“There is a strong correlation between playing video games and participating in real sports. Watching television is a threat to physical activity. Video games are not, however,”” he said.

Dr. Richard Wilson TIGA CEO, said:
“Video games have traditionally been developed for entertainment purposes but they can also have positive side effects. The ESSEC’s findings that playing sports video games can increase the likelihood of playing the sport in real life is a case in point.

“More generally, video games can be used for educational and training purposes. A fifth of UK games business make educational or serious games, making an explicit feature of learning. A number of studies suggest that video games may help to promote skills such as visual and motor skills, strategic thinking, relationship building, computer literacy, collaboration, competition, multi-tasking and experiential learning.””

Jason Kingsley, TIGA Chairman and CEO and Creative Director of Rebellion, said:
“People play video games for enjoyment, but it is good to see this new research highlighting one of the positive spill-over effects of video games. This is important. Too often the benefits of video games can be overlooked.””

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