ABSTRACT

Over the last three decades video-gaming has developed into one of the largest sectors of commercial popular culture. In the USA, recent demographic figures indicate that over 63 per cent of the population are ‘video-game players’ of one form or another, and that around 49 per cent of US households own a dedicated games console (ESA, 2012). European figures paint a similar picture, with recent data suggesting that around 68 per cent of people aged between 16 and 19, 57 per cent between 20 and 24, 49 per cent between 25 and 29, and 30 per cent of people aged between 30 and 49 are ‘gamers’ of some form or another (ISFE, 2010).