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My video game console is so cool! A coolness theory-based model for intention to use video game consoles

Complementor participation in platforms: evidence from the 7th and 8th generations of video game consoles, business model innovation in video-game consoles to face the threats of mobile gaming: evidence from the case of sony playstation, a history of video games.

<p>This research begins with the premise that while video-games have become a pervasive cultural force over the last four decades, there is still a dearth of educational and historical material regarding the emergence of video game home consoles and their content. Games have an extensive history, dating back to early radar displays and oscilloscopes of the 1960s (Tennis for Two, 1958) and early home video game consoles of the 1970s (Magnavox Odyssey, 1972). From the JAMMA (Japanese Amusement Machine and Marketing Association) arcade standard of the 80s to the high powered processors of Sonys PS4, video games have come a long way and left a wealth of audio-visual material in their wake. Much of this material, however, is archived and engaged within a traditional manner: through text books or museum exhibitions (Games Master, ACMI 2015). Through interactive design however, this data can be made easily comprehensible and accessible as interactive data-visualisation content. This design research project explores processes of data visualization, interactive design and video game production to open up video game history and communicate its developmental stages in a universally accessible manner. Though there has been research conducted utilising game engines for visualizations in other fields (from landscape architecture to bio-medical science) it has rarely been used to visualize the history of gaming itself. This visualization (utilising the Unreal Engine and incorporating historical video content) creates an accessible preservation and catalogue of video game history, and an interactive graphical interface that allows users to easily learn and understand the history of console development and the processes that lead video games to their current state.</p>

Teachers' Perceptions of Using Digital Gaming in Classrooms

Digital gaming is a widespread activity in our society; more than 45 million homes have video-game consoles. Mostly, educators see this as a waste of valuable time that could be used for learning instead. Thus, the purpose of this qualitative study is to understand teachers' perspectives on using digital gaming among their students at Northern Illinois University in the state of Illinois. The main findings of this study discovered that most of the teachers who were interviewed have a positive attitude toward digital gaming and they think it that has a number of benefits that should not be ignored. Moreover, the results of this study revealed that teachers noted that using digital games increased students' engagement as well as improved students' skills, such as critical thinking, self- directed learning, technological skills, and self- motivation. This study has showed that indeed digital games have a bright future as a tool used at various stages of learning for different levels of students. Consequently, the educational policy makers should to embrace digital gaming as a learning tool.

Exergames to Prevent the Secondary Functional Deterioration of Older Adults during Hospitalization and Isolation Periods during the COVID-19 Pandemic

 The COVID-19 pandemic is having an intense impact on the functional capacity of older adults, making them more vulnerable to frailty and dependency. The development of preventive and rehabilitative measures which counteract the consequences of confinement or hospitalization is an urgent need. Exergaming can promote physical activity, prevent falls, and maintain functional and cognitive capacity. However, although the use of exergames in health programs for the elderly is promising, their widespread use should not be considered without the supervision of a social health professional. Therefore, the objective of this work was to evaluate and analyze three video game consoles (Nintendo Wii®, Xbox-Kinect® and Play Station 4®) and 26 commercial exergames with the aim of identifying their usefulness for the prevention of functional deterioration. Three occupational therapists analyzed the data independently, and subsequently agreed on the results. The examination of the commercial consoles met three criteria: components, interaction channels and the type of the exergame. Each exergame was analyzed taking into account its ability to train postural control, balance, upper limb functionality and cognitive function. The results of the evaluation showed that exergames contain game activities that can be part of the rehabilitative treatment aimed at the prevention of the functional impairment of older people affected by COVID. 

Create a Remote-Control Application with Spotify

Spotify is a music streaming service that was developed in Stockholm, Sweden. The first version was released back in 2008 and today it doesn't only provide music, but video and podcasts as well. Growing rapidly from a startup in Sweden to the biggest music service in the world, Spotify has apps running on video game consoles and mobile phones, and has integration with many social networks. Luckily, Spotify is also a great platform for developers and provides a really nice and well-documented REST API where it's possible to make searches by artists, search by albums, search by tracks and play songs. Our project enables us to access the Spotify through the remote client i.e., Terminal. We will implement two types of authentication flow that Spotify supports i.e., client credentials and authorization flow. Finally, we will implement a remote client where the users can search for artists, browse artist’s albums and tracks and play a song in the user’s active device.

The Hidden Potential Within Video Game Consoles

<div><div><div><p>Video game consoles share many of the characteristics of an ideal device for use in enterprise deployments. In comparison to many desktop and notebook PCs available in the market, modern video game consoles are actually quite powerful and capable. They provide an excellent user experience with simple and intuitive setup and operation. At the heart of the design of many modern video game consoles is security; they are remarkably resilient against very sophisticated hardware and software attacks. They are also rather cost-effective in comparison to modern PCs.</p></div></div></div>

“Have You Played Atari Today?”

Around 1980, home video game consoles began to transition from a luxury product for affluent technophiles into a mass-market entertainment product. Television advertisements were central to that transition, not least in that they helped shape a popular image of who plays video games. This chapter examines the prominent role of music in an influential early television advertising campaign for Atari, the leading maker of home consoles at the time. The music of the “Have You Played Atari Today?” campaign reached across gender and age demographics, positioning Atari’s products as fun for every member of the family. Although most ads of the series were unified musically through the use of the same extended jingle, each featured lyrics tailored to demonstrate the product’s appeal to various members of an extended family. Furthermore, the jingle’s musical hook eventually became a standalone sonic signifier for the Atari brand that endured for years beyond the initial campaign.

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An overview of the gaming industry across nations: using analytics with power BI to forecast and identify key influencers

Jesús manuel palma-ruiz.

a School of Accounting and Administration, Universidad Autónoma de Chihuahua, Chihuahua, 31125, Mexico

Angel Torres-Toukoumidis

b Social Science Knowledge and Human Behavior, Universidad Politécnica Salesiana, Cuenca, 010105, Ecuador

Sonia Esther González-Moreno

Herik germán valles-baca, associated data.

The data that has been used is confidential.

Esports has seen a phenomenal explosion in popularity in recent years, gaining increasing interest from the media, sports, and technology industries. The purpose of this study is to show an overview of the recent evolution of the gaming market in representative countries in Eastern Asia, Western Europe, and North America during 2017–2019, and the corresponding growth projections for the next five years. For this purpose, descriptive, correlational, and forecasting analyses were used to assess the relationships among key variables associated with the growth of the gaming industry and to show different possibilities to address the data using data analytics. The games market revenues, total number of players, Google trends data, GDP per capita and online population were studied as possible key influencers to explain the industry's growth. Predictive analytics with MS Power BI revealed a positive correlation between GDP per capita and market revenues and players in European and North American countries, while in Asia was just the opposite. Also, a positive relationship between Google trends in esports and the games market revenues is noted. Forecasts showed significant growth for each region. Practical implications and future research directions are discussed.

Analytics, Esports, Games, Forecasting, Power BI.

1. Introduction

Esports stands for “electronic sports” and involves an alternative way of sports assisted by electronic systems and mediated by human-computer interfaces ( Hamari and Sjöblom, 2017 ). In simple terms, it refers to competitive professional video games and is equivalent to other terms such as cyber athletics or professional games -pro-gamers- ( Hiltscher and Scholz, 2017 ). One of the biggest advantages of esports is that people can enjoy it anywhere, anytime, and with anyone, all over the world, as they are free from time and place restrictions over the Internet ( Reitman et al., 2020 ).

The growth of computers and the development of the Internet have brought great changes in esports, as they are involved in many aspects of daily life ( Seo and Jung, 2016 ). This new form of sport has seen a phenomenal explosion in popularity in recent years, and its popularity has even threatened traditional sports ( Ward and Harmon, 2019 ). The conventional view of modern sport denotes a physical, competitive, and institutionalized activity. Nowadays, sports are described by a scientific vision of the world (i.e., standardized rules, as well as time, height, and length measurements), and fair play and good spirit, supporting better physical and mental health, as well as promoting social values ( Jonasson and Thiborg, 2010 ).

Games have always been called creative media, where neither the developers nor the player creators are solely responsible for producing the final assembly that is “the game”, which requires the participation of both. The same can be said of esports, that the final assembly of the esports experience is co-created by viewers, the game company, and other stakeholders ( Hiltscher and Scholz, 2017 ). The esports experience is valuable in today's economy, where increasingly, companies must organize experiences that engage and connect with consumers in a personal and memorable way to generate economic value. In response to the growing popularity of esports, professional players or gamers, professional teams, and professional leagues were created in a similar way to existing traditional sports (i.e., soccer, basketball, baseball) and numerous global companies have begun to invest big to buy sponsorships ( Jang and Byon, 2019 ; Weiss and Schiele, 2013 ), thus a growth in revenues and players in this industry is expected for years to come.

The rapid growth of esports has spawned another trend: people not only play games, but they create spectators as well. That is, esports represent an emerging sports genre, which has expanded from being a participation sport to an audience sport ( Watanabe et al., 2021 ). Despite its relevance, limited research has been done around esports, making it an interesting topic to investigate.

This study aims to show an overview of the recent evolution of the gaming market and the number of players in representative countries in Eastern Asia, Western Europe, and North America during 2017–2019. Moreover, this paper addresses the following research questions: What influences both total games market revenues and the number of players to increase? Are such key influencers the same for the regions of Western Europe, North America, and Eastern Asia? What are the corresponding forecasts in terms of revenues and gamers for the following five years for each of these regions? To answer these questions, this paper is organized into four main sections. This section provides an overview of esports and discusses factors associated with the professionalization and growth of esports. Section two presents the methodology used in this study, as well as introduces analytics as a useful tool to organize and process an excess of available data online and gather valuable insights. The third section highlights the results of the descriptive, correlational, and forecasting analyzes. Finally, the fourth section delivers an overall discussion, followed by future research directions, and final remarks.

1.1. Background

The early years of esports date back to 1970s with the introduction of arcade machines and game consoles. As computer components became more affordable, companies began to explore such market opportunities in videogames, which in some respects challenge modern and hegemonic sport ( Bornemark, 2013 ). Video games are a generic term for all types of digital games, played and used on some type of screen. This includes arcade machines, handheld devices, game consoles (i.e., Xbox, PlayStation, Game Boy), and computer games ( González-Moreno et al., 2019 ). Stanford University in the USA hosted the first eSports tournament in 1972 giving rise to competitive video games ( Li, 2016 ; Taylor, 2012 ). Following attempts to increase the popularity of esports were made during the 1980s and 1990s with the organization of national tournaments and world championships. Companies such as Atari or Nintendo used these events as a marketing tool to promote its video games, while fostering a gaming culture ( Borowy and Jin, 2013 ).

During the 1990s, with the development of the internet and further multiplayer capabilities, video games experienced significant growth, making it possible to not only to connect but to compete with external players. Further multiplayer tournaments began proliferating, as well as the tournament organizations across the globe (i.e., Cyberathlete Professional League (CPL) and the AMD Professional Gamers League (PGL) in the USA, the Deutsche Clanliga (DeCL) in Germany, among many others in different countries and over the years) ( Scholz, 2019 ).

As multiplayer video games became more popular, people began to compete more seriously. The spread of personal computers made more people able to play games and the rapid development of the Internet and the game's network code allowed for lower latency in the game among players ( Bornemark, 2013 ). Esports are primarily focused on the competition, and while generally, any computer game could well be a discipline in esports since it refers to one-on-one competition, there are certain core games, which are more popular even from a global perspective, such as Battlefield series, Quake series, Warcraft series, EA Sports FIFA, among many others ( Saiz-Alvarez et al., 2021 ).

During the 2000s, the esports teams and tournament grew stronger in structure, organization, and prizes. A growing number of video game developers started to offer and support esports capabilities in their games. Sponsorships began to play a bigger role in esports with companies such as Samsung, Microsoft, ATI, AMD, among others. Player's contract signing, and team transfers started at that time. Traditional media became involved by following and broadcasting the World Series of Video Games competitions, which attracted lots of spectators. Additionally, online broadcasting emerged as an important alternative to television to reduce costs and reach a worldwide audience ( Scholz, 2019 ).

Compared to traditional sports, esports have delivered a group of thrilling adjustments to content material manufacturing and delivery. This marketplace has made the internet its essential support for the consolidation of transmedia processes, streaming platforms, and video on demand ( Block et al., 2018 ). In this regard, this social phenomenon has recreated a new way of interaction providing a new experience for the spectators and audience, allowing direct contact with professional players, adding new statistics, metadata and media production techniques ( Jungsuk, 2018 ).

1.2. Professionalization and growth of esports

Nowadays, computer games are spotted in the media as an activity that competes with other physical sports and socializing events ( Jonasson and Thiborg, 2010 ). However, due to the popularity of video games, competencies in computer games have developed. Success in esports requires fine motor skills, coordination, and mental skills, rather than height, muscle power, and explosive speed. Thus players require a strategic eye for the game ( Jalonen, 2019 ). Many players want to measure and compare their skills with and against other players. As a result, online confrontation between players and at different levels of competition (i.e., amateur, semi-professional and professional) represents a determinant characteristic for the proliferation of esports ( Roncero and García, 2014 ). Consequently, players with a higher level of professionalization have a complete dedication to esports, being able to receive a salary by belonging to a professional team, compete for prizes (depending on the prestige and sponsorships), and likely acquire other sources of income through their sponsors and media relations.

Esports has implied a revolution for the video game industry, particularly in the diversity of the participants, new channels of economic income and increased physical activity ( Jenny et al., 2017 ). Today, it is still an emerging field of exploration that is diversifying thanks to the variety of sectors involved, including IT, government agencies, companies specialized in games, media, among others ( Steinkuehler, 2020 ) directly impacting on multiple degrees, models and marketing strategies that seek to impact and engage the global market ( Lu et al., 2010 ).

Esports has evolved into a professional game as well as their players. This is possible due to technological advances fostering a competitive commercial environment across the globe for both players and spectators ( Block et al., 2018 ). Several organizations have advanced competitive systems to manage such players ( Seo, 2013 ). Hence, esports relates to mental and fine motor skills development and training in the use of information and communication technologies -ICT- ( Wagner, 2006 ). The youth culture prevails among consumers since generally, they are more competent in the use of ICT, while many adult generations have not yet realized these developments. In fact, more than 70% of the total global esports total audience are from the ages of 16–34 years old; while 19% belong to 35–44 years old ( Zuckerman, 2020 ). This implies a rapidly widening socio-technological generation gap.

Nowadays, esports have become a worldwide phenomenon based on the professionalization of the competitive world of video games ( Roncero and García, 2014 ). Such competitive online games are the fastest growing means of participating in and following sports. Worldwide, it interests up to 500 million people ( Jalonen, 2019 ). One of the most intriguing social phenomena is a gaming culture that has developed alongside the media. People are no longer satisfied with just playing games, they are also creating new ways to enjoy them. These new means of enjoyment include “watching” and “supporting” professional players and teams in the game ( Kim and Thomas, 2015 ). For instance, the esports gambling market is growing swiftly with its particularities compared to traditional sports ( Roncero and García, 2014 ). Besides currency, players can also bet on in-game items. Such characteristics in addition to the game's addictive and interactive characteristics support the significance of extending the study between gambling, addiction, and esports.

2.1. Data analytics and the gaming industry

The opportunities in the gaming industry are vast in terms of new market analysis methods. In fact, analytics and big data is revolutionizing the future of this industry ( Wooden, 2021 ). This is evidenced in the present-day higher demand for data scientists or analysts, and data engineering for this billion-dollar industry ( Ozyazgan, 2019 ). The increasing developments in ICT stream new approaches for using multiple open data sources and real-time metadata or big data ( Brady et al., 2008 ). Since, information is flowing continuously at great lengths and speed, it represents both a challenge and an opportunity not only for scholars to apply data analytics in scientific research, but for organizations and governmental institutions to adapt the means and resources to analyze such data and aid their decision-making processes ( Chen et al., 2012 ; Davenport, 2013 ; Stone and Woodcock, 2014 ).

Data science, computer analytics, or analytics refers to a field or line of research where statistics converge with predictive computer models and data processing techniques to generate knowledge and contribute to decision-making ( Kannan and Li, 2017 ; Mulhern, 2009 ). Therefore, analytical and technical skills and useful performance metrics are determinants for strategy processes where digital technologies progressively impact. This challenging aspect of analytical skills results from the vitality of this research field and the excess of available data. However, the data is useless without proper analysis and interpretation ( Chaffey and Patron, 2012 ). As noted by experts in the field “decisions will be based on data-driven extrapolations and statistical heuristics” ( Valos et al., 2010 , p. 363). Such new approaches to assess data information have provided innovative techniques to study different micro and macro-economic variables ( Fisher, 2009 ; Leskovec et al., 2020 ).

While the field of analytics continues to grow, a surplus of data keeps being spawned and the limitations to capitalize on such data usage remain greatly unexplored ( Järvinen and Karjaluoto, 2015 ; Järvinen et al., 2012 ). Data analytics is expected to provide valuable insights ( Desouza and Jacob, 2017 ; Fosso Wamba et al., 2015 ; Janssen and Kuk, 2016 ; Kyriazis et al., 2020 ; Palma-Ruiz and Gómez-Martínez, 2019 ). Consequently, there is a need to develop models and methods that are inclusive in terms of information and various stakeholders, involve reasonable analysis and synthesis, and are quick ( Bryson et al., 2010 , p. 13).

This study used analytics techniques to illustrate how the gaming industry has evolved during the previous three years (2017–2019) by comparing online data from ten main economies in Asia, Europe, and America that have had the greatest growth in revenues. The focus of this research was exploratory since it is intended to explore and highlight the main differences among these economies associated with the growth of such industry. In addition, a correlational analysis was conducted to identify and compare significant relationships between variables, known as “key influencers”, which could be associated with the growth of this industry among these nations. Finally, forecasting analyses in terms of games market revenues and total players for each region were also provided for the following five years.

2.2. Data collection

The research used data from ten representative economies in the regions of eastern Asia, Western Europe, and North America, which also account for an important growth of esports during the years 2017, 2018, and 2019, and have had the greatest growth in revenues. These countries correspond to China, South Korea, Japan, Germany, France, Italy, Spain, the United Kingdom, the United States of America, and Canada. The sampling frame used in this study corresponded to the following online datasets indicators:

  • • Games market revenues and total number of players - retrieved from https://newzoo.com/ ( Newzoo, 2019 ).
  • • Macroeconomic variables such as GDP per capita and online population - retrieved from https://data.worldbank.org ( World Bank, 2021 ).
  • • Trends in “Esports” using Google Trends data - retrieved from https://trends.google.com/ ( Google Trends, 2021 ).

Games market revenues reflect the year-end US$ exchange rate. Revenues are based on the amount the industry generates in consumer spending on games in each country (including physical and digital full-game copies, in-game spending, and game subscription services, such as PlayStation Plus and Xbox Game Pass). Moreover, revenues exclude hardware sales, tax, business-to-business services, and online gambling and betting revenues (see Romeijn, 2021 ).

On the one hand, Google trends represents a relatively new approach to providing new techniques to study different areas and lines of research ( Palma-Ruiz and Gómez-Martínez, 2019 ). Google Trends records the interest over time in a particular topic or term based on how often is entered or queried into Google web browsers. Based on Google, the numbers represent search interest relative to the highest point for the given region and time (i.e., 100 is the peak popularity for the term). As a result, Google trends data depict relevant indicators on topics of interest for the general population. Such web queries are convenient indicators for present and future customer decision-making and provide valuable information for data analysis ( Choi and Varian, 2012 ; Nakatani and Chuang, 2011 ).

2.3. Analysis

After collecting the data from the aforementioned online datasets for the corresponding three years of analysis, the data was cleaned and sorted in Microsoft Excel to further allow Microsoft Power BI analytics software to process and obtain a better visualization of the data in the form of graphs, trend analyses, key influencers, and forecasts; in this way, a more accurate appreciation of the development and growth of the gaming industry was possible. In addition, in order to answer the research questions and to show the different possibilities to address data and assess the relationships among the different variables considered, descriptive, correlational, and forecasting analyses were conducted.

One of the useful tools in analytics software refers to the ability to forecast future trends based on previous historical datasets. The use of time series facilitates the analyses of major patterns, such as trend cycles or seasonality ( Davenport, 2013 ). Furthermore, time series is used for various applications including economic and stock market forecasting, pattern recognition, natural phenomena predictions, among many others ( Shaulska et al., 2021 ). Microsoft Power BI provides two versions of exponential smoothing, one for seasonal and another for non-seasonal data. Conveniently, Power BI chooses the appropriate model based on the analysis of the historical data previously supplied. The results and discussion are presented in the following section.

3.1. Descriptive analysis

The descriptive analysis conducted in this study reveals the evolution of the gaming industry in the last three years, which allows deepening into the study of key relationships between gaming and certain key influencers. Figure 1 compares the games market revenues in billions of US$ from the countries considered in this study. In 2019, China accounted for 31.69% of the games market revenues (37.2 billion of US$), followed by the USA (29.05%) with 34.10 billion of US$, and Japan (15.25%) with 17.90 billion of US$. In all cases, total revenues present an increase from the previous year, except in Japan, which remained the same. For the region in Eastern Asia, South Korea's games market revenues grew 14.5% from 2017 to 2018, followed by Japan (7.2%), and China (5.2%); whereas, during the 2018 to 2019 period, China grew 8.1%, followed by South Korea (5.4%), and Japan (0.0%). Considering the total 2017 to 2019 period, in eastern Asia, China has had the highest total revenues with 60.06% of the region, followed by Japan (30.23%) and South Korea (9.71%).

Figure 1

Games market revenues (billions of US$) by country and year. Note: Own elaboration based on Newzoo (2019) .

On the other hand, in Western Europe, Germany has had the highest total revenues during the 2017 to 2019 period in the region with 28.59%, followed by the UK (27.0%), France (19.29%), Spain (12.68%), and Italy (12.44%). The Spanish game market revenues grew 25.0% from 2017 to 2018, followed by Italy (24.5%), France (21.8%), Germany (20.8%), and UK (19.1%). During the 2018 to 2019 period, Italy grew 4.3%, followed by Germany (3.4%), Spain (2.9%), France (2.5%), and UK (2.4%).

Finally, in North America, the USA has had the highest total revenues in the region during the 2017 to 2019 period with 92.62% and Canada with 7.38%. From 2017 to 2018 and 2018 to 2019 periods, USA's games market revenues grew 19.2% and 3.6%, respectively, while Canada grew 18.3% and 7.8%, respectively.

Figure 2 shows the total players growth during the 2017 to 2019 period in each country. China accounted for 56.39% of the total players from 2017 to 2019. In Eastern Asia, China has had the highest growth in total players from 2017 to 2018 periods with 5.2%, followed by South Korea (5.1%), and Japan (2.8%). In 2019, South Korea experienced a 5.6% grown in players with 30.2 million, followed by China (5.2%) with 642.0 million, and Japan (0.4%) with 74.10 million.

Figure 2

Total players (millions) by country and year. Note: Own elaboration based on Newzoo (2019) .

In Western Europe, Germany showed the highest growth in players during the 2017 to 2018 period with 9.4%, followed by Italy (8.3%), UK (7.3%), France (3.2%), and Spain (0.8%). For 2019, France grew the highest with 5.9% with 34.2 million, followed by Spain (5.2%) with 26.5 million, Italy (1.8%) with 34.4 million, Germany (1.2%) with 43.4 million, and UK (1.1%) with 35.5 million. Finally, in North America, the USA players grew 5.7% during the 2017 to 2018 period, while in Canada grew 3.0%. Unusually, for 2019, the total players in USA decreased a 0.5% resulting in 185 million, while in Canada grew 1.0% to 20.8 million for the same period.

Based on Figure 3 , Asia accounts for 64.67% of the total players for 2019 with 778 million, followed by Western Europe (18.29%) with 220 million, and North America (17.04%) with 205 million.

Figure 3

Total players (millions) per region during 2019. Note: Own elaboration based on Newzoo (2019) .

As shown in Figure 4 , the region of Asia stands out for its growing popularity of esports. As suggested by Seo and Jung (2016) , interest in esports including casual titles are increasing exponentially in Asia. Nonetheless, the recent slowdown in-game licensing in China could affect the exposure of Chinese gamers to new esports titles. As a result, fewer new games are appearing on the market. Still, esports is exceptionally important to China, where major cities such as Chongqing, Xi'an, and Hangzhou are striving to become the country's new esports hub ( Xiao, 2020 ).

Figure 4

Google Trends in eSports (total of search interest over time). Source: Own elaboration based on Google Trends, 2021

3.2. Correlational analysis

In order to answer the research questions in this study, one of the aims is to determine possible key influencers or significant variables related to games market revenues and the total number of players. Hence, data analysis was conducted independently considering the countries in this study and regions. Firstly, for the countries in Western Europe and North America on average when GDP per capita (thousands of US$) increases, the games market revenues also increase (see Figure 5 ). More specifically, results show that when GDP per capita goes up 7.47 thousand the average of the market revenues increases by 1.13 billion of US$. This result is also directly associated with a positive relationship between the growth of the online population and the market revenues. When the online population increases by 78.94 million, the average market revenues also increases by 2.74 billion of US$. Furthermore, when the interest in esports through query searches in Google Trends goes up 377.77, the average market revenues also increases by 0.77 billion of US$.

Figure 5

Analysis of key influencers in game market revenues for Western Europe and North America.

Interestingly, for the region in Eastern Asia, and contrary to Western Europe and North America, when the GDP per capita decreases, the market revenues increase. More specifically, on average when the GDP per capita goes down 13.10 thousand of US$, the market revenues increase by 1.18 billion of US$ (see Figure 6 ). This finding is complemented with an increase in interest in esports (measured by Google trends), the market revenues increase as well. This is, when Google trends goes up 352.48, the average of total market revenues increases by 1.24 billion of US$. Finally, when the online population goes up 367.49 million, the average of market revenues increases by 3.36 billion of US$.

Figure 6

Analysis of key influencers in games market revenues for Eastern Asia.

In terms of possible key influencers to determine an increase in the total number of total players, both Western Europe and North America regions on average when the online population goes up by 78.94 million, the total players also increase by 18.69 million (see Figure 7 ). Furthermore, when the interest in esports through searches in Google trends goes up by 377.77, the total players also increase by 0.79 million.

Figure 7

Analysis of key influencers in total players for Western Europe and North America.

Finally, for the region of Eastern Asia on average when GDP per capita goes down 11.75 thousand of US$, the average of total players increases by 67.59 million (see Figure 8 ). Moreover, when the online population goes up by 367.49 million, the average of total players increases by 79.75 million.

Figure 8

Analysis of key influencers in total players for Eastern Asia.

3.3. Forecasting

In order to answer the final research question and to complement the correlation analyses in the previous section, the authors performed time series forecasting in terms of audience and revenues for each of the regions and based on the non-seasonal data provided for the years 2017–2019. Forecasts were completed for the following five years with a 95% confidence interval, also calculating the upper and lower bound indicators resultant for such confidence level. The results for North America are shown in Figure 9 , for Western Europe in Figure 10 , and predictions for Eastern Asia are shown in Figure 11 .

Figure 9

Total game market revenues and players forecasts for North America.

Figure 10

Total game market revenues and players forecasts for Western Europe.

Figure 11

Total game market revenues and players forecasts for Eastern Asia.

As shown in Figure 9 , the predictions for total games market revenues for North America, bearing in mind the data from the USA and Canada, show a forecast of 44.71 billion for 2021, 48.43 billion for 2022, 52.15 billion for 2023, and 55.87 billion for 2024. In addition, total players forecasts show 217.52 million for 2021, 222.88 million for 2022, 228.23 million for 2023, and 233.58 million for 2024.

Figure 10 shows the forecasting results for Western Europe, considering previous data from Germany, France, Spain, Italy, and UK. A forecast of 23.68 billion of US$ for 2021, 25.73 billion for 2022, 27.77 for 2023, and 29.82 for 2024. Additionally, total players forecasts show 189.48 million for 2021, 196.98 million for 2022, 204.49 million for 2023, and 212.00 million for 2024.

Finally, Figure 11 shows the forecasting results for Eastern Asia. Considering previous data from China, South Korea and Japan, the forecasting for the games market revenues showed 68.0 billion of US$ for 2021, 71.39 billion for 2022, 74.78 billion for 2023, and 78.17 billion for 2024. Additionally, total player forecasts show 813.52 million of players for 2021, 847.15 million for 2022, 880.78 million for 2023, and 914.41 million for 2024.

4. Discussion and conclusion

Gaming is a social experience. As seen in this study, the games market is growing at an exponential rate, and the forecasting analyses show a very promising industry for the years to come in terms of total market revenues and number of players. There is no question that games and esports have become a worldwide phenomenon because of the professionalization of the competitive world of video and computer games, in addition to the growing interest and increasing number of players and spectators in the different countries and regions around the globe.

The different analyses shown in the previous sections deliver evidence to answer the research questions in this study. Economic indicators such as GDP per capita, online population, and Google trends interest in esports indicators have resulted in key influencers in determining the increase in games market revenues and total players growth based on the data for the countries per region considered in this study. Interestingly, in those countries from the regions of Western Europe and North America with higher GDP per capita will continue to experience an increase in game revenues and players. However, the opposite happens in countries in Eastern Asia. In all cases, Google trends are a key influencer to determine growth in a particular industry. Another implication refers to the online population growth, which as continues to increase worldwide, resulting in market opportunities for the gaming industry development.

Future studies should address the identification and relationship of key influencers in other nations and regions across the world (i.e., emerging economies, such as Latin America, which continue to gather internet access at higher speeds). Moreover, data analytics software, such as Power BI, has been shown to offer attractive alternatives to explore and visualize data easily and identify valuable insights. These tools can assist not only data scientists and researchers to later deepen into more comprehensive and sophisticated statistical analyses but are appealing to a wide range of stakeholders that can easily identify key determinants for growth and significant relationships assisting decision making (i.e., forecasting techniques). Hence, this paper has fulfilled its purpose of answering the research questions and illustrating the use of analytics as a tool for examination of data over a series of time and in specific contexts and regions while considering NewZoo, World Bank, and Google Trends data.

Limitations of publicly available data have restricted the potential to explore further analytic techniques. Future studies should continue to explore and exploit the advantages of analytics software and evaluate the potential to explore additional data sources and other specific variables to complement and deepen the study of determinants of market growth and many other aspects related to the gaming industry and esports from diverse points of view (i.e., individual –developer, user, player, strategist, team, and spectator; company – sponsors, developers, investors, media; organization –associations, clubs, regulators). Further approaches to disaggregate data can be considered to inform of alternative techniques to gather and analyze information, encouraging researchers to undertake the challenges of using metadata and other analytics resources. Accordingly, in this study the authors have demonstrated with a valid example the use data analytics as a method to gather valuable market insights and to identify key influencers as determinants for market growth, offering both research and practical implications.

Declarations

Author contribution statement.

Jesús Manuel Palma Ruiz: Conceived and designed the experiments; Performed the experiments; Analyzed and interpreted the data; Contributed reagents, materials, analysis tools or data; Wrote the paper.

Sonia E. González Moreno: Conceived and designed the experiments; Analyzed and interpreted the data; Wrote the paper.

Angel Torres-Toukoumidis: Analyzed and interpreted the data; Contributed reagents, materials, analysis tools or data; Wrote the paper.

Herik G. Valles-Baca: Performed the experiments; Wrote the paper.

Funding statement

This research did not receive any specific grant from funding agencies in the public, commercial, or not-for-profit sectors.

Data availability statement

Declaration of interests statement.

The authors declare no conflict of interest.

Additional information

No additional information is available for this paper.

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  • 03 January 2018

The research hardware in your video-game system

  • Anna Nowogrodzki 0

Anna Nowogrodzki is a science writer based in Boston, Massachusetts.

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Illustration by the Project Twins

A man with a black rectangular bar strapped to his chest walks a careful circuit around the skull of a Tyrannosaurus rex . It’s not performance art. The black rectangle is a motion sensor called Kinect, and its wearer is using it at the Field Museum in Chicago, Illinois, in to digitally capture the precise 3D shape of the dinosaur’s skull.

That’s a far cry from its developer’s intended application. Microsoft designed it for use in video games, enabling Xbox users to control their characters using movements and gestures rather than a handheld controller. But from the moment it was released, scientists and clinicians have been adapting the device, and other sensors including the Nintendo Wii Remote, PlayStation EyeToy and Leap Motion, to aid research in areas from robotics to glaciology to health care. They were quick to realize that the data the devices gather can be used for studies that involve measuring body movements, manipulating 3D objects or observing or building models of 3D spaces.

The sensors come with a number of perks for scientists: they are affordable (most cost US$80–100), portable and compatible with free and easy-to-learn software. That makes them a nimble choice for many projects.

But they do have significant limitations. Their specifications, such as resolution, tend to pale by comparison with industrial hardware, for instance, and the systems work better in living rooms than in the field. And their usefulness depends heavily on the type of research being performed.

Dino dentistry

Denise Murmann’s experience with Kinect as a research tool began in 2016, when she visited the Field Museum with her family. While scrutinizing SUE, one of the world’s most complete T. rex skeletons, her nephew noticed an exhibit explaining that the dinosaur’s skull was riddled with tiny holes of unknown origin. Were they bite marks? The vestiges of an infection? Murmann thought it would be fun to examine the skull the way she investigates forensic bite-mark cases in her work as a forensic dentist.

But her usual tools just weren’t up to the job. SUE’s skull is about 1.5 metres long and weighs 272 kilograms — far too large for highly accurate 3D dentistry scanners. So Murmann turned to the Camera Culture group at the Massachusetts Institute of Technology’s Media Lab in Cambridge, where imaging researcher Anshuman Das suggested using a Kinect connected to a laptop. The resolution would be about ten times less than achieved with the industrial scanner, Das says, but the Kinect could handle the specimen’s dimensions.

So Das strapped the Kinect to his chest and walked slowly around the skull. The 3D scan revealed that not all the holes entered the skull at the same angle, so they probably weren’t from a single bite. But they also tapered inwards, suggesting they were not the result of infection. The team published its findings in July (A. J. Das et al. PLoS ONE 12, e0179264; 2017). Although Murmann’s project is not the first time that Sue’s skull has been scanned, the previous instance involved 500 hours in a computed tomography scanner normally used to inspect space shuttle components. The Kinect scan took a matter of minutes in the museum itself.

Glaciers, gaits and robots

Palaeontology is not the only field to benefit from game controllers. Ken Mankoff, a glaciologist with the Geological Survey of Denmark and Greenland, has used the Kinect to model glacier beds and the meltwater channels underneath them at 1-millimetre resolution. Such data can help glaciologists better understand how glacial melt influences sea levels. Usually, the data are collected using a LiDAR (light detection and ranging) system, Mankoff says, which can cost upwards of $10,000.

Off-the-shelf video-game motion sensors also make convenient vision systems for robots. Robotics researchers Ashutosh Saxena of Stanford University in California and Chenxia Wu, then at Cornell University in Ithaca, New York, turned to the Kinect to design a robot that could learn a task just from ‘watching’ people. Their WatchBot comprises a computer and a laser pointer with a Kinect mounted on a tripod as its ‘eyes’. WatchBot was able to learn what steps constituted a task, such as fetching food from an oven, well enough to identify a missed step 60% of the time — sufficiently accurate to give it potential applications in manufacturing and safety monitoring.

Other video-game sensors have proved useful in research as well. The controller made by Leap Motion in San Francisco, California, is designed to track fine hand and finger movements, and virtual-reality headsets such as the Daydream (by Google in Mountain View, California; about $80) and Rift (by Oculus VR in Menlo Park, California; $400–500) provide more immersive experiences. Hydrologist Willem Luxemburg at Delft University of Technology in the Netherlands used the Wii Remote to measure reservoir evaporation rates to better than millimetre accuracy. (The Wii is no longer in production, but used systems are available online, as is the case for the Kinect, which Microsoft stopped manufacturing in October. Microsoft’s newer HoloLens, augmented-reality glasses that are in limited production as their development continues, uses the same core sensor that powered Kinect.)

Video-game sensors are also increasingly used in health care. Marjorie Skubic, an engineer at the University of Missouri in Columbia, began using the Kinect as soon as it was released in 2010 as a way to monitor seniors’ gait and predict their risk of falling. “It was right before Christmas,” she recalls. “We went around town and bought them all up. I’m afraid we might have broken some kids’ hearts.” The Kinect was a major improvement on her team’s previous monitoring system: a webcam and a large desktop computer, she says. The computer hogged space and generated so much heat that it required noisy fans, which felt intrusive. The Kinect eliminated both these issues, requiring a much smaller computer while accurately capturing seniors’ silhouettes as they moved.

Kinect the dots

To capture objects in 3D, the Kinect takes a digital image just as an ordinary digital camera does, but also measures depth using infrared light. It then combines these two data sets to create a ‘depth image’, in which each pixel of the image is mapped relative to its distance from the sensor. From there, the system can create a 3D model or reconstruct a skeletal representation.

Little expertise or equipment is required to exploit those data. All that’s needed is an adapter (available online for about $50) that links the Kinect to a laptop, plus a good graphical processing unit to handle the Kinect’s real-time 3D constructions, Das says. “Some of these gaming laptops are perfect.”

For those interested in playing with the platform, a large hacker community is ready to help. Microsoft also makes a software development kit that can be used to build custom applications that use Kinect data, and 3D Scan, a software package for object scanning, can be downloaded from the Microsoft app store. Skubic’s team started using the Kinect before either of these were available, so the researchers used an open-source programming library called libfreenect from the OpenKinect project .

Tiffany Tang, a researcher at Wenzhou-Kean University in China, developed a Kinect-based system to help people to read the emotions of children with autism. She has found the software — in her team’s case, Microsoft’s Kinect software development kit and Visual Studio — easy to get to grips with. “My student just learned this on his own in a week,” she says.

That ease of adoption can come in handy, because researchers may need to change platforms to keep up with developments in the fast-paced gaming industry. At Ulster University near Belfast, UK, rehabilitation researcher Suzanne McDonough and computer scientist Darryl Charles pair video-game sensors with custom software to monitor patients’ physical-therapy exercises at home and assign new ones as they progress. Over the years, McDonough and Charles have migrated from the EyeToy and Wii to webcams built for virtual-reality games, then through two versions of the Kinect to track arm and hand movements, and finally to virtual-reality headsets from Oculus and Google to provide a more immersive experience. They also use the Leap Motion sensor. “It’s very good at being able to recognize gestures and natural movements of the hand,” says Charles.

These tools do have substantial limitations, however. One issue with the Kinect is distance: because it was designed for living rooms, it can measure only a few metres from the sensor, Mankoff says. New algorithms, including Kinituous and ElasticFusion, allow researchers to ‘stitch’ data together and overcome that limitation, but other hurdles remain, especially when it comes to fieldwork. “Anything wet is a problem. Direct sunlight is a problem,” Mankoff says. “Fortunately my work is in caves, but if it weren’t I would have to work at night or on very cloudy days.” Other issues include battery life and difficulty tracking people with unusual postures or loose clothing.

And yet, scientists continue to find creative uses for the sensors. Since Das published the T. rex results, he has received multiple requests from the museum and palaeontology communities to use or adapt his scanner to analyse other fossils, art and artefacts. The tool is so simple that he has used it for a face-scanning exercise at a primary school in New Hampshire, where he volunteers. “You’re not going to be matching an industrial scanner, but since it’s so cheap and it’s easy to share data, it will encourage collaboration,” Das says.

Nature 553 , 115-116 (2018)

doi: https://doi.org/10.1038/d41586-017-08968-x

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From  electronic heroin  to  created in China : game reports and gaming discourse in China 1981–2017 

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This paper focuses on the Chinese news coverage on Chinese gaming and identifies four phases of such journalism. All the 1718 news articles on games in People’s Daily from 1981 to 2017 are explored from the theoretical perspective of CDA. The paper tries to answer how Chinese mainstream news media construct the image of games and gamers by tracing the change of the number, keywords and attitudes of all reports; analyzing the six frames in the discourse practice of the reports; and discussing the interactions between the reports and the social cultural practices in different time periods.

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Feng, X., and Hu, B. 2006, July 20. 触目惊心的“网瘾”案例 [Astonish Cases of Internet Addiction]. People's Daily , 13.

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Huang, Z. 1983, October 2. 首都职工同港澳工人联欢 热烈庆祝中华人民共和国成立三十四周年 [Workers from Beijing, Hong Kong and Macau celebrate the 34th National Day of PRC]. People's Daily , 2.

Li, X. 2013, September 27. 网瘾也是精神疾病 [Internet addiction is also a mental illness]. People's Daily , 19.

Li, R. 1994, September 26. 郴州百万中小学生 宣誓告别“两室三厅” [Millions of primary and secondary school students in Chenzhou vow to say goodbye to "two rooms and three halls"]. People's Daily , 3.

Li, C. 2004, January 19. 电子竞技运动浮出水面 [E-sports surfaced]. People's Daily , 12.

Li, F., and Zhi, C. 2010, November 11. 文化部启动专项行动治理网络文化侵权[Ministry of Culture Launches Special Action to Regulate Online Copyright]. People's Daily , 12.

Liu, Y. 2005, March 24. 存在淫秽色情等非法内容 四款网络游戏被查禁 [Four online games are banned because of obscenity and other illegal content]. People's Daily , 11.

Qi, X. 1981, May 25. 广州东方宾馆利用外资更新客房效果显著 [Guangzhou Oriental Hotel uses foreign investment to refurbish rooms with remarkable results]. People's Daily , 3.

Shi, F. 2002, Dec. 16. 固本清源市场兴——整顿和规范文化市场秩序综述 [An Overview of Consolidating and Regulating the Cultural Market Order]. People's Daily , 2.

Sun, J., and Xu, P. 2017, June 20. 把产业成功转化为文化成功[Turning industrial success into cultural success]. People's Daily , 23.

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Wang, J. 2017, February 17. 大学教你策划游戏 [Universities teach you to develop games]. People's Daily , 12.

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Cao, S., He, W. From  electronic heroin  to  created in China : game reports and gaming discourse in China 1981–2017 . Int. Commun. Chin. Cult 8 , 443–464 (2021). https://doi.org/10.1007/s40636-021-00232-2

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Received : 14 July 2021

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Accepted : 09 October 2021

Published : 08 November 2021

Issue Date : December 2021

DOI : https://doi.org/10.1007/s40636-021-00232-2

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Partisan divides over K-12 education in 8 charts

Proponents and opponents of teaching critical race theory attend a school board meeting in Yorba Linda, California, in November 2021. (Robert Gauthier/Los Angeles Times via Getty Images)

K-12 education is shaping up to be a key issue in the 2024 election cycle. Several prominent Republican leaders, including GOP presidential candidates, have sought to limit discussion of gender identity and race in schools , while the Biden administration has called for expanded protections for transgender students . The coronavirus pandemic also brought out partisan divides on many issues related to K-12 schools .

Today, the public is sharply divided along partisan lines on topics ranging from what should be taught in schools to how much influence parents should have over the curriculum. Here are eight charts that highlight partisan differences over K-12 education, based on recent surveys by Pew Research Center and external data.

Pew Research Center conducted this analysis to provide a snapshot of partisan divides in K-12 education in the run-up to the 2024 election. The analysis is based on data from various Center surveys and analyses conducted from 2021 to 2023, as well as survey data from Education Next, a research journal about education policy. Links to the methodology and questions for each survey or analysis can be found in the text of this analysis.

Most Democrats say K-12 schools are having a positive effect on the country , but a majority of Republicans say schools are having a negative effect, according to a Pew Research Center survey from October 2022. About seven-in-ten Democrats and Democratic-leaning independents (72%) said K-12 public schools were having a positive effect on the way things were going in the United States. About six-in-ten Republicans and GOP leaners (61%) said K-12 schools were having a negative effect.

A bar chart that shows a majority of Republicans said K-12 schools were having a negative effect on the U.S. in 2022.

About six-in-ten Democrats (62%) have a favorable opinion of the U.S. Department of Education , while a similar share of Republicans (65%) see it negatively, according to a March 2023 survey by the Center. Democrats and Republicans were more divided over the Department of Education than most of the other 15 federal departments and agencies the Center asked about.

A bar chart that shows wide partisan differences in views of most federal agencies, including the Department of Education.

In May 2023, after the survey was conducted, Republican lawmakers scrutinized the Department of Education’s priorities during a House Committee on Education and the Workforce hearing. The lawmakers pressed U.S. Secretary of Education Miguel Cardona on topics including transgender students’ participation in sports and how race-related concepts are taught in schools, while Democratic lawmakers focused on school shootings.

Partisan opinions of K-12 principals have become more divided. In a December 2021 Center survey, about three-quarters of Democrats (76%) expressed a great deal or fair amount of confidence in K-12 principals to act in the best interests of the public. A much smaller share of Republicans (52%) said the same. And nearly half of Republicans (47%) had not too much or no confidence at all in principals, compared with about a quarter of Democrats (24%).

A line chart showing that confidence in K-12 principals in 2021 was lower than before the pandemic — especially among Republicans.

This divide grew between April 2020 and December 2021. While confidence in K-12 principals declined significantly among people in both parties during that span, it fell by 27 percentage points among Republicans, compared with an 11-point decline among Democrats.

Democrats are much more likely than Republicans to say teachers’ unions are having a positive effect on schools. In a May 2022 survey by Education Next , 60% of Democrats said this, compared with 22% of Republicans. Meanwhile, 53% of Republicans and 17% of Democrats said that teachers’ unions were having a negative effect on schools. (In this survey, too, Democrats and Republicans include independents who lean toward each party.)

A line chart that show from 2013 to 2022, Republicans' and Democrats' views of teachers' unions grew further apart.

The 38-point difference between Democrats and Republicans on this question was the widest since Education Next first asked it in 2013. However, the gap has exceeded 30 points in four of the last five years for which data is available.

Republican and Democratic parents differ over how much influence they think governments, school boards and others should have on what K-12 schools teach. About half of Republican parents of K-12 students (52%) said in a fall 2022 Center survey that the federal government has too much influence on what their local public schools are teaching, compared with two-in-ten Democratic parents. Republican K-12 parents were also significantly more likely than their Democratic counterparts to say their state government (41% vs. 28%) and their local school board (30% vs. 17%) have too much influence.

A bar chart showing Republican and Democratic parents have different views of the influence government, school boards, parents and teachers have on what schools teach

On the other hand, more than four-in-ten Republican parents (44%) said parents themselves don’t have enough influence on what their local K-12 schools teach, compared with roughly a quarter of Democratic parents (23%). A larger share of Democratic parents – about a third (35%) – said teachers don’t have enough influence on what their local schools teach, compared with a quarter of Republican parents who held this view.

Republican and Democratic parents don’t agree on what their children should learn in school about certain topics. Take slavery, for example: While about nine-in-ten parents of K-12 students overall agreed in the fall 2022 survey that their children should learn about it in school, they differed by party over the specifics. About two-thirds of Republican K-12 parents said they would prefer that their children learn that slavery is part of American history but does not affect the position of Black people in American society today. On the other hand, 70% of Democratic parents said they would prefer for their children to learn that the legacy of slavery still affects the position of Black people in American society today.

A bar chart showing that, in 2022, Republican and Democratic parents had different views of what their children should learn about certain topics in school.

Parents are also divided along partisan lines on the topics of gender identity, sex education and America’s position relative to other countries. Notably, 46% of Republican K-12 parents said their children should not learn about gender identity at all in school, compared with 28% of Democratic parents. Those shares were much larger than the shares of Republican and Democratic parents who said that their children should not learn about the other two topics in school.

Many Republican parents see a place for religion in public schools , whereas a majority of Democratic parents do not. About six-in-ten Republican parents of K-12 students (59%) said in the same survey that public school teachers should be allowed to lead students in Christian prayers, including 29% who said this should be the case even if prayers from other religions are not offered. In contrast, 63% of Democratic parents said that public school teachers should not be allowed to lead students in any type of prayers.

Bar charts that show nearly six-in-ten Republican parents, but fewer Democratic parents, said in 2022 that public school teachers should be allowed to lead students in prayer.

In June 2022, before the Center conducted the survey, the Supreme Court ruled in favor of a football coach at a public high school who had prayed with players at midfield after games. More recently, Texas lawmakers introduced several bills in the 2023 legislative session that would expand the role of religion in K-12 public schools in the state. Those proposals included a bill that would require the Ten Commandments to be displayed in every classroom, a bill that would allow schools to replace guidance counselors with chaplains, and a bill that would allow districts to mandate time during the school day for staff and students to pray and study religious materials.

Mentions of diversity, social-emotional learning and related topics in school mission statements are more common in Democratic areas than in Republican areas. K-12 mission statements from public schools in areas where the majority of residents voted Democratic in the 2020 general election are at least twice as likely as those in Republican-voting areas to include the words “diversity,” “equity” or “inclusion,” according to an April 2023 Pew Research Center analysis .

A dot plot showing that public school district mission statements in Democratic-voting areas mention some terms more than those in areas that voted Republican in 2020.

Also, about a third of mission statements in Democratic-voting areas (34%) use the word “social,” compared with a quarter of those in Republican-voting areas, and a similar gap exists for the word “emotional.” Like diversity, equity and inclusion, social-emotional learning is a contentious issue between Democrats and Republicans, even though most K-12 parents think it’s important for their children’s schools to teach these skills . Supporters argue that social-emotional learning helps address mental health needs and student well-being, but some critics consider it emotional manipulation and want it banned.

In contrast, there are broad similarities in school mission statements outside of these hot-button topics. Similar shares of mission statements in Democratic and Republican areas mention students’ future readiness, parent and community involvement, and providing a safe and healthy educational environment for students.

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About 1 in 4 U.S. teachers say their school went into a gun-related lockdown in the last school year

About half of americans say public k-12 education is going in the wrong direction, what public k-12 teachers want americans to know about teaching, what’s it like to be a teacher in america today, race and lgbtq issues in k-12 schools, most popular.

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