Why Synaptic Gaming?
- The IM Generation – the generation of instant media, instant messaging, and instant “me” – consists of approximately 72 million boys and girls in the United States between the ages of 6 and 20 (U.S. Census Bureau, 2006).
- Boys and girls are receiving the same educational opportunities but girls are losing their interest in math and computers around age 12.
- University of Texas at Dallas’ Center for Information Technology Management, (a partner of Synaptic Gaming), has an initiative to increase girls’ interest in math and computer science beyond the age of 12 by getting teenage girls more interested in computer games and playing computer games on a regular basis.
- "The fact we must remember is that we are educating students for a world that will not be ours but will be theirs," Dr. Carlos P. Romulo. The IM generation learns as much, if not more, of the knowledge and skills needed to be contributing members of society outside of the traditional formal classroom setting as they do within their formal educational environment.
- “Of the 57 million American women 45 and up, nearly half – 25 million – are unmarried. American women are likely to spend more years of their lives single than with a significant other” (AARP, 2006). This group of women is the second most sought after consumer market. (Teenage girls are the most sought after consumer market.)
- “In a recent Oppenheimer Funds survey, 63 percent of women, versus 41 percent of men, admitted they didn’t know how a mutual fund worked” (AARP, 2006).
- For risk-adverse females, simulations and animation in a virtual world can provide the necessary feedback and may be the next best solution to learning in the School of Life, regardless of age.
- Synaptic Gaming’s products are targeted primarily to girls, young women, and mature women with design and content based on female’s preferences, interests and personalities.