Online Games for Children

Online Games for Children

Li Lei, Shen Wanqiang, Edwin Tan Seng Tat
DOI: 10.4018/978-1-61350-147-4.ch024
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Abstract

This chapter studies the niche market segment of the gaming industry which is the educational games for children aged 3-12. Gaming behaviors including both positive and negative effects of online gaming on children were noted. A framework for developing an online children’s educational game is proposed. A prototype is developed to illustrate the use of the framework. Together with the proposed framework (and prototype), the ADVISOR framework has been used to discuss on the product platform, sales, and marketing strategies. The promotion of such online educational games is discussed based on the advertising and promotion strategies. The pricing strategy of the digital product will be discussed using the 3 Cs of pricing framework. Recommendations are suggested to help the online educational gaming industry to cross the chasm. The authors would like to propose the following set of CSR initiatives with alignment to government regulatory.
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Background

Choosing the right game software for children will stimulate their interest in learning. Children dislike having to read manuals or even onscreen instructions. The game should have simple and direct visual instructions superimposed in game-play. It is advisable that the child does not engage in computer games more than three hours a day. Table 1 shows the recommendation game type for different children age group (Demner, 2001).

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