TOYS, MENTAL GAME ENTERTAINMENT FOR ADULTS: TOYSTOR .ES |
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New console entertainment has no age and adults become users
Adults also play videogames and playstation
The average age of console users is about 25 years is what drives the emergence of new games developed intellectually. Those who play in front of a screen birthdays and grow in number. By 2010 it is expected that everyone will be 80 million adults who regularly use the console or computer for entertainment, enjoying a world so far considered typical of childhood and adolescence. The expansion and extension of the age of gamers is due to two factors: first, the natural process by which the teenagers of the eighties, those who played in the arcades, are now adults have not forgotten how to play. Moreover, new generations of newcomers to adult entertainment are discovering a new digital entertainment, social and even more active than previously thought, with titles specifically designed for them. And they are a minority. According to the Analysis Centre for Information Society and Telecommunications, Enter, the Spanish average user is not a child: you are between 13 and 35. The video game industry also puts the average age of 20 to 30 years. The companies have also discovered that the profile of amateur adult does not focus on one type of game and that its application varies with age. No one can deny the attractiveness of the main hyper-fashioned games. His elaboradísimos graphical environments and surround sound make the player feel as if in a brawl in the streets of Los Angeles or sitting on a motorcycle in the most thrilling races of the GP category. But more realistically need not be synonymous with more fun or more challenging. Therefore, many manufacturers are opening lines of video games market in which creativity and reflection are an essential component to attract this new audience. Socializing factor also has a role: playing with the console does not have to mean playing solo: therein lies the success of programs like Singstar which makes the Playstation console in a karaoke bar in which to play with friends. Return to Pong: Many adults are not attracted to overly complex game mechanics. They prefer a direct game, simple and quick learning. Therefore no surprise that in 2005, many users choose their favorite game of the seventies Pong, the first game in history (a "virtual courts" in black and white where the ball bounces over and over again). Perhaps it is succeeding Nintendo's Wii console (its sales in Japan more than six one to those of its rival PlayStation 3), which compensates for its graphics Spartans (light years ahead of modern consoles like the Xbox 360 or Playstation 3 and even the Playstation 2) with a new command by remote control that senses movement and has revolutionized the way people interact with video games. Spending time with the Wii does not require greater expertise to move the command in the air like a tennis racket, baseball bat or golf club. Recently tried the console in U.S. nursing homes with excellent results, both in entertainment for the elderly and in their physical improvement.The universe of virtual worlds. Where else has noticed the entrance of the adults in the world of video games is in the field of virtual worlds or "metaverse." These are programs that develop worlds inside the computer and the user plays alone and isolated, or connected to the Internet and in community with others. For example, the game "The Sims" requires high doses of creativity, exercise, mental and aesthetic sense. In it, the user recreates a parallel life with all its elements. Another interesting example of virtual worlds is to VATSIM and IVAO, where thousands of users play simultaneously with flight simulators. Virtual pilots have thus a common area in which "fly" along with many other users, the "heavens" of the network to the last comma imitating the actual operating procedures. Thus, in these games is not uncommon for users to make a "flight" from Madrid to New York in real time. Mobile Adult Entertainment
One of the clearest examples of searching for a new market among adults, and even outside the world of consoles, is the Japanese company Nintendo, and especially the very model of its DS handheld console. This small folding console has two screens, one touch. In addition, DS includes a microphone that picks up external sounds and allows you to listen and obey verbal commands. Thus, interactivity is not limited to pressing buttons.
Some examples of innovative mental designed games to play that do success
* Nintendogs: Converts to the DS in a virtual pet that barks, calls for eating, playing or who it educates. It appeals to the adult protective instinct and instead embarks on their training techniques of a pet. It has been a success in Japan and the United States.* Brain Training: A real success in our country has been "Brain Training from Dr. Kawashima", a game designed by the neurologist Ryuta Kawashima to exercise the mind on the basis of a course grade of "mental age" of the player, which will be exceeded by daily exercises in math, memory and mental agility. Thus, the player will be bringing his "mental age."
* Big Brain Academy: A game similar to Brain Training, but less based on mathematical calculations and memory, and more on mental agility and geometric design with exercises similar to the Tetris game and puzzles.
* English Training: A video game designed to improve the standard of English, where sentences for the DS offers the player the ruling to the microphone and then he scored. It also makes writing certain words pronounced in English machine.
* Trauma: This is a game where you help a surgeon in open heart surgery. It begins working as an assistant instrumentalist and little by little, as it learns, is passed by the various charges that make up a surgical team.
* Animal Crossing: Animal Crossing is a "metaverse," or virtual world where you live as you will see different species of animals, which are learning and classifying. Try to show the diversity of nature.
* Actionloop: A digital puzzle, in which the user must associate the colors in which to construct a loop that changes its colors.