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

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.”

Ends

Notes to editors:

About TIGA:

TIGA is the trade association representing the UK’s games industry. The majority of our members are either independent games developers or in-house publisher owned developers. We also have outsourcing companies, technology businesses and universities amongst our membership.

TIGA's vision is to make the UK the best place in the world to do games business. We focus on three sets of activities: political representation, generating media coverage and developing services that enhance the competitiveness of our members. This means that TIGA members are effectively represented in the corridors of power, their voice is heard in the media and they receive benefits that make a material difference to their businesses, including a reduction in costs and improved commercial opportunities.


Games PressGames Press is the leading online resource for games journalists. Used daily by magazines, newspapers, TV, radio, online media and retailers worldwide, it offers a vast, constantly updated archive of press releases and assets, and is the simplest and most cost-effective way for PR professionals to reach the widest possible audience. Registration for the site and the Games Press email digest is available, to the trade only, at www.gamespress.com.