Jenny Levine points us toward a more complex understanding of who gamers are in her January 2007 “Getting Your Game On” article in American Libraries. She states, among other statistics:
- The average age of game players is 33
- In 2005, 25% of all gamers were over the age of 50
Interesting that I had this article fresh in my mind this week at work while on a call with some fellow corporate learning & development colleagues who are just beginning to experiment with SL. Millenials entering the work force is a primary reason that SL is being examined for potential corporate uses. I’m thrilled with the recognition that this generation has a unique learning styles highly tied to immersion in technology. At the same time, Levine’s article made me wonder who would really scramble to adopt this type of workplace initiative? Some boomers whom I work with are some of the most technologically savvy people I know and the most enthusiastic tech evangelists. And I have friends my age who travel through life sans cell phones and with little use for computers in their day-to-day. Gamers drawn to a virtual place like Second Life is more diverse than many of us first assume by associating SL and its compatriots only with Generation Y.