Supreme Court on Gaming

Like the protected books, plays, and movies that preceded them, video games communicate ideas—and even social messages — through many familiar literary devices (such as characters, dialogue, plot, and music) and through features distinctive to the medium (such as the player’s interaction with the virtual world).

(Supreme Court of the United States, Brown, Governor of California, et al. v. Entertainment Merchants Association et al., Argued November 2, 2010—Decided June 27, 2011)

Geriatric Gaming

What does the average gamer look like to you?

Something like this?:  Video 25: Grandma plays Dead Space

The average gamer today is 37 years old and has been playing for 12 years or what is equivalent to 10.000 hours (notice that this is the same amount of hours danish children spend in public school). 42 % are women. Nearly 1/3  of all gamers are over the age of 50.(For more fact and number see: http://www.theesa.com/facts/gameplayer.asp).
I find these numbers interesting because they tell us that a broad spectrum of the population is using the medium, which makes it interesting to look at the democratic potentials of games. Think if it really possible to make civil engagement playful?