On average, users spend 2 hours and 51 minutes on their phones. And this is not counting the instances when people use their desktops and browsers. People who use Facebook more than once per hour are more likely to experience conflicts with their partners. Socializing online has its share of differences compared to its non-virtual counterpart. Video Game Addiction, or gaming disorder, was recently classified as a disease by the WHO. 47% of teenage boys admit to spending too much time playing video games. The forerunner of video games, created just for fun, was introduced on October 18, 1958, under the name of “Tennis for Two.” William Higinbotham, the inventor, was a nuclear physicist that created the game while aiming for an interactive science exhibit at the Brookhaven National Laboratory in Upton, New York. There are 3.8 billion active social media users in the world, 3.75 billion of whom use mobile phones. Input your search keywords and press Enter. There are 5.19 billion mobile phone users in the world. A study by Common Sense Media in 2016 found that 50% of teens in the US believe that they are addicted to smartphones. ©2020 ModernGentlemen.net – All Rights Reserved. By the end of 2020, the video game market is expected to reach $164.6 billion, a considerable growth since 2018, when the revenue of this industry was only $131 billion. However, everybody wants a part of the “gaming cake,” and stepping into this industry means getting ready for some severe competition. Having a healthy mindset is ideal when going online. Counting over 660 million registered, and 8 million concurrent players, this 3D, military-themed, first-person shooter game is very popular in the world’s biggest video game market – the Asia-Pacific region, bringing $957 million in annual revenue through microtransactions. Moreover, 8.2% of American gamers spent a staggering 10-15h consecutively playing video games in 2019, whereas 4.6% spent more than 15h. 72% of teens witness their classmates watch videos, play games, and use social media on their phones while in class. 80% of smartphone users check their phones within one hour before going to sleep. The researchers classified seven percent of these gamers as “dependent”. China and South Korea are next on the charts, with over 2,000 professional gamers each, followed by Sweden (1,500), and Canada (1,200). This amounts to more than five years of his life. Players spent the most time on their mobile phones at 2.01 hours, followed by computers at 1.59 hours, gaming consoles at 1.25 hours, and tablets at 1.04 hours. The male-to-female ratio of gamers for 2019 was almost equal in the UK (51% vs. 49%). Gamers aged 26-35 play, on average, 8 hours and 13 minutes per week, which is the longest average time spent playing among all age groups. While there’s no conclusive evidence to prove it, a lot of adults believe that the violence in video games can influence a gamer’s behavior. … All B2B Directory Rights Reserved. Heavy use of social media can lead to lower self-esteem. 70% of teens mostly spend time on around 3-5 apps on their phones. Also, it…, Project management platforms go beyond creating workflows, assigning tasks, and monitoring a project’s progress. 80% of teens spend time on their phones in bed right before falling asleep. Likewise, a facility dedicated to treating this type of addiction was opened in the United States in 2013. follows the exponential growth of the numbers of players and is expected to reach a market value of $90 billion by the end of 2020, which is $11.4 billion more than the value in 2017. From online games to participation in gaming culture, the Internet often acts as a critical space for the development and experience of video game addiction. On average, a person spends two hours and 24 minutes per day on social media. But Internet addiction is, of course, not only experienced by gamers, nor is Internet addiction necessarily directly related to gaming even for those struggling with video game addiction. The US data on video game demographics show that the mean age for male players in 2019 was 32 years, and for female players, it was 34 years. The revenue in the gaming market by the end of 2020 is expected to reach $18.43 billion. How common is video game addiction? According to the video game demographics statistics, the most enthusiastic players were shown to be Japanese gamers, whose average longest gaming session is 5.14h. Your email address will not be published. Each month we help +100k companies to find efficient online tools. 36% of millennials admit that they spend two or more hours at work tinkering with their mobile devices for personal use. Furthermore, the gadget appeals to people of all ages and has been one of the most predominant platforms for entertainment. Dec 21, 2020 | … Top Searches Holiday Gifts. The gaming industry in 2019 was expected to generate $152.1 billion in revenue, which is a 9.6% increase since 2018, when it generated $131 billion. Both parents and teachers may notice decreased performance at school coupled with lower grades and failing classes. 70% of workers feel that they are distracted by their mobile phones while at work. Estimations show that around 3-4% of the total number of US gamers are suffering from “gaming disorder” – the official WHO’s definition of the gaming addiction. There are around 33,500 games on Steam, and 327,000 on Google Play. People with smartphones far outnumber those who have toilets. If the population is sliced down to just millennials and Gen Z-ers, the rate would be up to 74%. 26-35 play, on average, 8 hours and 13 minutes per week, which is the longest average time spent playing among all age groups. After all, Mark Zuckerberg’s net worth wouldn’t have reached $54 billion if social media isn’t inherently addictive. A video that went viral recently shows PUBG’s addictive pull: a groom is seen playing the game at his own wedding, undistracted by the bride sitting by his side or the gift-bearing guests. Males play significantly more than females, with males averaging 7 hours and 53 minutes per week while females clocked in at 6 hours and 17 minutes. In a survey conducted by Zendrive in 2017, it was found that drivers use their phones in 88% of their trips. In the US, 46% of video game players are female. 35% of users have used their phones while in the movie theater. According to the Addiction Center, Fortnite is the most addictive video game today. So, what is the current state of the global and US gaming industry, what are the latest, most popular, lucrative, and addictive video games in the world, and who is most likely to be playing them? Man Hunt: (2004) A 17-year-old from England was sentenced to life for emulating a death scene in a video game, where he stabbed a 14-year-old kid over 50 times until he died. 8th graders who use social media heavily are 27% more prone to depression. Distracted driving is one of the main causes of road accidents, which, in turn, are among the world’s leading causes of death. That’s just the time they spend in front of a screen for entertainment. data by platform published in Forbes further reveals that console games will experience a faster-growing pace than any other platform and reach a 32% share of the gaming industry, while the downloaded/boxed games will claim 21%. About Screen Time. attest. But gaming can become problematic when it starts being prioritized over your relationships, career and obligations. Backed by many years of experience, SAP ERP is one of the leading ERP platforms available in the market today. Even innocent posts can bear harmful effects on other users. By player count, the most popular video game of all time on a global scale is the Chinese free-to-play video game CrossFire, developed by Tencent Games/ SmileGate in 2007. (Game Designing; MMOS; Forbes; Wealthy Gorilla). Unfortunately, 19% of them end up dropping their phones inside the bowl. The basic version of this game is free to download and play, but the microtransactions for the in-game skins, “Battle Pass” updates, and emotes make up for this enormous sum. 1 in 5 Americans would rather get their news on social media than in newspapers. Furthermore, college statistics reveal that around 6.9% of college students are pathological gamers. This has led news agencies and publications to adapt to the said platforms to survive today’s digital age. In comparison, in 2019, this game counted around 767,000 concurrent players at its peak, ranking 3rd after Player Unknown’s Battlegrounds (1.085 million) and DOTA 2 (1.036 million). With high rates of video game use taking off just over a decade ago, video game addiction statistics and studies have yet to show the whole picture. Following IBIS World data, there were 171,512 businesses in the 2019 gaming market in the US. The male-to-female ratio of gamers for 2019 was almost equal in the UK (51% vs. 49%). In the US alone, 2,841 people were killed due to distracted driving in 2018. With millennials beginning to take up leadership roles in companies, the hours they waste in front of their phones over personal matters could have been spent to advance business initiatives. What’s more, a 2015 survey reveals that 42% of the researched video games have tobacco-related content, inciting young gamers to smoke in higher numbers than other students, smoking statistics confirm. On average, teens check on their phones nine times per hour while doing homework. For the aforementioned reasons, texting while driving is banned in 41 states in the US. There are over 2,400 video game companies worldwide, and figures published in Gaming Shift reveal the existence of around 1.2 million video games globally, including copies of the most successful ones. McKinley, R. Andy, Lindsey K. McIntire, and Margaret A. Funke. In 2019, Japan had the highest percentage of female gamers (66%), and China had the lowest (27%). Adolescents spend more time playing video games than reading, doing homework, and engaging in sports and active leisure. An addiction is defined as an individual’s inability to control use of a substance or behavior in spite of negative consequences and functional impairment in life. 78% of teen users check their devices at least every hour. The average smartphone user touches their device 2,617 times a day, excluding the ones performed when the phone is locked. 2011. Videogame addiction, if left unchecked, can ruin lives, friendships, careers, and one’s health. 12% of users feel like their phones get in the way of their romantic relationships. In comparison, in 2019, this game counted around 767,000 concurrent players at its peak, ranking 3. after Player Unknown’s Battlegrounds (1.085 million) and DOTA 2 (1.036 million). 35% of teens don’t consider watching videos, playing games, and using social media on their smartphones while in class to be rude behavior. Male gamers spent almost 8h per week (7h 58 min), compared to 6 hours and 17 minutes that female gamers spent weekly. 0. Two-thirds of Japanese video game players are female. 41% of teens admit to spending too much time on social media. Smartphone addiction probably won’t be as serious if people weren’t so addicted to social media to begin with. 8% of Japanese gamers spend more than 15 consecutive hours playing video games. As a result, video game addiction is a condition with symptoms similar to drug abuse. According to the Kaiser Family Foundation External, kids ages 8-18 now spend, on average, a whopping 7.5 hours in front of a screen for entertainment each day, 4.5 of which are spent watching TV.Over a year, that adds up to 114 full days watching a screen for fun. The device’s tug at its user’s attention makes it a serious distraction at work and in school. Another strategy is to implement a personal rewards system regarding work or school, with your addiction as a reward. Videogame addiction is also linked to smartphone addiction since mobile phones carry a massive number of gaming apps. In 2018, Americans spent $6.8 billion more on video games content than the previous year, or $35.8 billion. The poorest revenue (2% of the total) in 2019 was projected to come from PC browser games and games played on tablets (9%). Furthermore, around 70 million people were expected to follow Esports finals in 2020, before the outbreak of the COVID-19. Estimations show that around 3-4% of the total number of US gamers are suffering from “gaming disorder” – the official WHO’s definition of the gaming addiction. From its estimated worth of $152.1 billion in 2019, the industry is projected to double in size in just five years’ time. The US data on. As stated earlier, there are over 23 … 26-35-year-old gamers have the highest average number of hours played per week at 8 hours and 13 minutes, followed by 18-25 year-olds at 7 hours and 47 minutes, then by 36-45 year-olds at 7 hours and 46 minutes. 40% of adult users check their mobile device within five minutes of waking up. A study appearing in the medical journal Pediatrics, conducted by research scientist Douglas A. Gentile, Ph.D., examined video game usage rates of 3,034 children and teenagers. What’s more, a 2015 survey reveals that 42% of the researched video games have tobacco-related content, inciting young gamers to smoke in higher numbers than other students, Germans spend 4.96 hours, on average, on their longer gaming session, ranking 3. the most enthusiastic players were shown to be Japanese gamers, whose average longest gaming session is 5.14h. The basic version of this game is free to download and play, but the microtransactions for the in-game skins, “Battle Pass” updates, and emotes make up for this enormous sum. Symptoms of excessive gameplay include fatigue, carpal tunnel syndrome, headaches, and a lack of personal hygiene. Nowadays, a good project management software solution also takes the role of a virtual workspace that can accommodate…, Accounts payable, or AP, is a subset of accounting that deals with recording, managing, and finally paying the money owed by the company to its suppliers or creditors. 1 in 3 people checks his phone by midnight. Battle Royale phenomenon, Fortnite, reached $2.4 billion in annual earnings in 2018, which is the highest ever amount for a video game, according to SuperData stats. Alcohol is the most widely-abused substance in the United States, yet alcoholism is often left untreated. If smartphones can be serious distractions in the workplace, they’re far worse when used while driving or crossing the road. He can also feel unloved if he sees his friends interact with other parties even though they haven’t been replying to his messages. Violent Crime Rates & Video Game Sales, 1998-2015 Source: Entertainment Software Association, “Essential Facts about Games and Violence,” theesa.com (accessed June 12, 2018) 11. The average person does it 110 times a day (and up to every 6 seconds in the evening), Average person now spends more time on their phone and laptop than sleeping, study claims. 50 Cheating Statistics: 2019/2020 Demographics, Reasons & Who... 39 Employee Theft Statistics: 2019/2020 Impact & Costs... 26 Key Periscope Statistics: 2018/2019 Data, Facts &... Esticom Review: Pricing, Pros, Cons & Features, Aventri Review: Pricing, Pros, Cons & Features, Top 10 SAP ERP Alternatives & Competitors: Best Similar ERP Software, Compare Best Handguns For Self Defense: Beretta 92FS Vs. Glock 17 Gen4, Comparison of Cheap 9MM Pistols You Should Consider For Self-Defense, 10 Simple Exercises to Reduce Belly Fat at Home. $50 million in prizes are reserved for these e-sport professionals in America as well as China. 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The second most profitable free-to-play online game for 2018 was Dungeon Fighter Online, earning $1.5 billion, followed by League of Legends ($1.4 billion), and Pokemon GO ($1.3 billion). 35% of whom do within five minutes. 49% of teens believe that cellphone use has shortened their attention spans. 59% of their parents agree. The latest statistics by gender indicate that the gender gap among gamers is shrinking. The global phenomenon of video game playing seems resistant to the global crisis of this type, and with it, a sure bet for many aspiring entrepreneurs, as the entrepreneur statistics attest. 660 million registered, and 8 million concurrent players, this 3D, military-themed, first-person shooter game is very popular in the world’s biggest video game market – the Asia-Pacific region, bringing $957 million in annual revenue through microtransactions. Drivers who use mobile phones while driving are four times more likely to figure in an accident than those who don’t. 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