The Top 10 countries in terms of smartphone usage are Brazil, China, United States, Italy, Spain, South Korea, Canada, United Kingdom, Germany, and France. Furthermore, around 70 million people were expected to follow Esports finals in 2020, before the outbreak of the COVID-19. Moreover, since online interactions can be discreet, the platforms could encourage illicit affairs like cheating or sexual solicitations. Unhooking yourself from the stranglehold of your favorite gadgets boils down to seeing technology addiction for what it really is—an uncontrolled habit. 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. Hope. The revenue in the gaming market by the end of 2020 is expected to reach $18.43 billion. 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. 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. (IBIS World; Grand View Research; Statista; Statista; GameSpot). On average, a driver spends 3.5 minutes on their phone while driving. This is a cause of distracted driving, which leads to car accidents. There are around 33,500 games on Steam, and 327,000 on Google Play. Gamers, on average, play 7 hours and 7 minutes per week. Interestingly, only 5% of phone-related accidents occur if the driver isn’t texting or sending messages on social media. Value of the video games advertising market worldwide 2015-2024. 35% weren’t able to do things that they needed to do for the same reason. Save my name, email, and website in this browser for the next time I comment. 41% of teens feel overwhelmed by the number of notifications they receive every day. If the population is sliced down to just millennials and Gen Z-ers, the rate would be up to 74%. Male hardcore gamers own an average of 80.21 games while females have 64.44. Steam counts 20.3 million concurrent users during the coronavirus lockdown. Forty-one percent of people who play online video games admitted that they played computer games as an escape from the real world. In fact, 76% of videogame players prefer to play on their mobile phones. In comparison to female players, 23% of male gamers stated being experts, and 5% saw themselves as aspiring professionals. 52% of teen users meet up with their friends but still spend a long time on their phones despite being together. As the data suggests, the time spent on social media apps accounts for 44% of the average user’s smartphone usage rate. Young, single women are the most addicted to social media among all market segments. Facebook is now one of the main causes of divorces. The number of global players has increased by more than half a billion since 2015. 51% of teen users who spend five hours a day on their phones are less likely to get sufficient sleep than those who spend only an hour on their phones daily. There are 2.7 billion gamers in the world. As gamers around the globe are breaking records, indulging more than ever in their favorite video games, the stats are spinning wildly, giving the industry a new face and different perspectives for the future. And now, video games have just become an internationally recognized addiction. 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. 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. The usage rate of video games may not be as striking as those of smartphones and social media, but the effects of excessive play are nothing to be scoffed at. They are controversial. How Many Texts Do People Send Every Day (2018)? Lifetime global unit sales of video game … for the period 2020-2025 is expected to evolve with an annual compound growth rate (CAGR) of 12% and reach a staggering $300 billion by 2025. For teenagers, the fear of missing out is often a good enough reason to pick up the device, which lends to their high usage rate. Save my name, email, and website in this browser for the next time I comment. reveal that around 6.9% of college students are pathological gamers. 58.6% of the youngest adult male gamers aged 15-25 would say yes to a career as a professional gamer if they could support themselves, as per the 2019 Limelight report. The last thing most people look at before going to bed is a smartphone. Every year, worldwide, alcohol is the cause of … General Video Gaming Statistics – 2020 The video game market worldwide is expected to worth 138 billion dollars in 2021 About 81% of US citizens play and pay for games The esports market is about to exceed $1.5 billion by 2023 Your email address will not be published. The video game industry growth 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. 80% of smartphone users check their phones within one hour before going to sleep. A study suggests that people, when unable to answer or separated from their phones for long periods, manifest withdrawal symptoms like increased heart rate and blood pressure. American smartphone users, on average, launch social media apps 17 times a day. 90% of surveyed teachers admit that mobile phone use had led to an increase in students with emotional concerns. It’s the same dopamine release process that triggers addiction to video games, screens and chemicals, such as alcohol. Physical activities increase the body’s dopamine production, which allows your mind to derive pleasure from them. Video games have the power to shift our attention for a while, and during this difficult period, they can give us a break from the coronavirus-infested reality. The first things that come to mind are physical activities like exercise, sports, or any fun recreational activity. Smartphones were projected to account for 36% of the total gaming industry revenue in 2019, bringing $54.9 billion into the value of the industry. The researchers classified seven percent of these gamers as “dependent”. Additionally, most American players (61.4%) are downloading their video games. 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. 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). Cellphone use takes up a good portion of one’s day, which means it encroaches on the time usually spent on other activities. 19.5% were playing less than 1h, while 15.5% were spending 5 to 10h. show that the interest in playing games will only grow in the foreseeable future, enriching many lives with quality entertainment. 21% of the same age group feel restless when they’re unable to check messages on social media. Many studies have been conducted on the link between television & video games and increased BMI (Body Mass Index).Due to video games replacing physical activities, there appears to be a clear association between time spent playing video games and increased BMI in young children. It is an impulse control disorder, similar to pathological gambling, which does not involve the use of an intoxicating substance. Significant Yoga Statistics: 2019/2020 Benefits, Facts & Trends, 37 Leadership Statistics: 2019/2020 Data, Trends & Predictions. 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. In the US, 26 billion SMS messages are sent per day. Between 11%-43% of social media users in the US feel bad when their posts receive only a few likes. The calculated steady Year-on-Year (YoY) increase rate in the numbers of global gamers is 5.9%. The highly addictive label was also earned by League of Legends, World of Warcraft, Call of Duty, and Candy Crush. 47% of teenage boys admit to spending too much time playing video games. The male-to-female ratio of gamers for 2019 was almost equal in the UK (51% vs. 49%). Excessive video gameplay may be a coping mechanism for those who have depression, anxiety, ADHD, and autism. The US counts over 8,000 professional players, more than any other country in the world. The most popular PC gaming marketplace, Steam, marked a record of concurrent users during the beginning of the COVID-19 pandemic. There is a selection of apps for any type of activity, which is why mobile phones have easily penetrated nearly every aspect of life. 97% of male teens and 83% of female teens play videogames, be it on a console, mobile, or their computers. Currently, more than 2.6 billion people around the globe are playing video games, and for 2021, 125 million newcomers are expected to join them. 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. Backed by many years of experience, SAP ERP is one of the leading ERP platforms available in the market today. All B2B Directory Rights Reserved. In 2019, Japan had the highest percentage of female gamers (66%), and China had the lowest (27%). Two-thirds of Japanese video game players are female. The 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. The Extended iSelf: The impact of iPhone Separation on Cognition, Emotion, and Physiology. 55% of US drivers admit to checking social media on their phones while driving. 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. Games market revenue share worldwide 2020, by region. Gamer Demographics. The best video games to play during lockdown, ... video game addiction statistics 2020: 8 results. A version of this story was originally published in 2018 and has been updated. annual increase rate for this market is 14.4%. 59% of their parents agree. A 2019 report reveals that most gamers around the world (30.6%) spend between 1 and 3h playing consecutively. On the other hand, countries like Thailand, Argentina, Malaysia, and Mexico, open social media apps more than 40 times daily. 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. In 2018, Americans spent $6.8 billion more on video games content than the previous year, or $35.8 billion. The World’s 2.7 Billion Gamers Will Spend 159.3 Billion on Games in 2020; The Market Will Surpass $200 Billion by 2023 Relation of Adolescent Video Game Play to Time Spent in Other Activities Video Game Addiction Statistics 35% of whom do within five minutes. Most Common Causes of Distracted Driving Crashes in Teens, Survey: Tech Lovers Choose Cellphones Over Sex, Most U.S. Smartphone Owners Check Phone at Least Hourly, How often do you check your phone? With a video game industry revenue of $36.9 billion, the US led the global gaming industry in 2019. How common is video game addiction? Truth be told, this is one of the reasons why a lot of people are able to sustain their healthy lifestyles, on top of the desired physical results. 2011. The latest statistics by gender indicate that the gender gap among gamers is shrinking. With social media comes smartphones, and with the excessive use of smartphones comes the likelihood of addictions. In the US, 11.5% of gamers aged 26-35 years play more than 20h per week. After all, Mark Zuckerberg’s net worth wouldn’t have reached $54 billion if social media isn’t inherently addictive. five years’ time. Furthermore, the gadget appeals to people of all ages and has been one of the most predominant platforms for entertainment. There are 3.8 billion active social media users in the world, 3.75 billion of whom use mobile phones. 35% of users have used their phones while in the movie theater. , they can do so for much longer than a few weeks or months. 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. ©2020 ModernGentlemen.net – All Rights Reserved. According to Screen Education’s Teen Smartphone Addiction National Survey in 2018, 71% of teen users recognize that apps are designed to be addictive. (Variety; Forbes; Globe News Wire; Newzoo). Drivers who use mobile phones while driving are four times more likely to figure in an accident than those who don’t. On average, a smartphone user checks their device 63 times a day. Video game addiction statistics from this study revealed the following: 1. Because of hours spent playing video games, video game addicts exhibit fatigue and regularly sleep during school. Video game play is frequently associated with obesity. 70% of workers feel that they are distracted by their mobile phones while at work. 72% of users refuse to move more than five feet away from their devices. Over a week, video games are played an average of 20 hours. 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. (Healthy Children; Accredited Schools Online; Limelight; NPR). In 2019, the most prolific world region for new gamers was Asia-Pacific, with some 1.3 billion registered gamers. The average US gamer has an academic degree and defines himself as a casual player while gaming for around 7 hours and 37 minutes per week on a mobile device. The National Highway Traffic Safety Administration lists mobile phone use as one of the major distractions while driving. And this is not counting the instances when people use their desktops and browsers. 33% of adult users use their phones while on romantic dates. Moreover, 8.2% of American gamers spent a staggering 10-15h consecutively playing video games in 2019, whereas 4.6% spent more than 15h. In fact, psychiatrists have included “internet addiction” in their manual of mental disorders. 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). The fact is it only takes a few seconds to figure in a collision at high speeds. Heavy use of social media can lead to lower self-esteem. A smaller percentage of the surveyed (24.5%) admitted to playing between 3 and 5 hours in a single session. Trending. A study by Common Sense Media in 2016 found that 50% of teens in the US believe that they are addicted to smartphones. From its estimated worth of $152.1 billion in 2019, the industry is projected to double in size in just five years’ time. Like smartphones, sites like Facebook, Instagram, YouTube, and Snapchat have encapsulated human life within four borders. 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. Being young typically means going out with friends, being at fun parties, and traveling to pristine locations. The rate is even higher for 18-34-year-olds at 64%. There are 5.19 billion mobile phone users in the world. Following IBIS World data, there were 171,512 businesses in the 2019 gaming market in the US. Video Game Addiction, or gaming disorder, was recently classified as a disease by the WHO. This paves the way for online bullying, which carries repercussions on one’s mental and emotional state. Americans spent $35.8 billion on video game content in 2018. 0. It bit him. 84% of US adults check their smartphones for personal matters at work. Only 10% of Americans dealing with addiction receive treatment. 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. In the US, 46% of video game players are female. 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? Calculated by population, South Korea, with 40 million, is the most passionate country for esports. 58% of smartphone users will check their phones at least once every hour. Fortnite marked the biggest annual earnings in gaming history in 2018. Smartphones were projected to account for 36% of the total. attest. 12% of users feel like their phones get in the way of their romantic relationships. Internet users spend the most time on Facebook at 58 minutes, followed by Instagram at 53 minutes, Snapchat at 49.5 minutes, YouTube at 40 minutes, and Whatsapp at 28 minutes. According to the US Bureau of Labor, more time is spent on social media than shopping, eating and drinking, socializing in person, and doing household chores. 30% of teens wind up not doing what they wanted to do because they were sidetracked by their phones. 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. The average time gamers spend playing per week is 7.11h, which is by 19.2% more than the time gamers spent in 2018 (5.96 hours). Video Game Addiction Stats. On average, a person spends two hours and 24 minutes per day on social media. However, everybody wants a part of the “gaming cake,” and stepping into this industry means getting ready for some severe competition. Video games stimulate the parts of the brain that are responsible for impulses and rewards. Technology addiction may easily be brushed off as an overreaction to today’s dependency on electronic devices, but a lot of cases of the said condition were proven to have serious implications. About Screen Time. Recent. In other words, you need other distractions to divert your attention away from social media, video games, and your smartphone. Just as drug and alcohol abuse is often born from self-medicating, so too is gaming a way for those suffering to try to find solace. Having a healthy mindset is ideal when going online. We have compiled over a hundred technology addiction statistics, revolving around three platforms that garner the most attention: smartphones, social media, and video games. However, the most popular video game by the number of sold copies is Minecraft, released by Mojang in 2011 and sold in more than 176 million copies around the globe. READ NOW. 8% of Japanese gamers spend more than 15 consecutive hours playing video games. But gaming can become problematic when it starts being prioritized over your relationships, career and obligations. … Furthermore, college statistics reveal that around 6.9% of college students are pathological gamers. 56% of parents admit to using their phones while driving. 49% of teens believe that cellphone use has shortened their attention spans. 40% of adult users check their mobile device within five minutes of waking up. 50% of smartphone owners feel uneasy when they leave their phones at home. It's a frequent theme noticed by those who face video game addiction and substance abuse. The number of games for GoG, Nintendo Switch, PS4, and Xbox One is significantly lower, 3125, 2330, 1893, and 1760 games, accordingly. 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. As a result, video game addiction is a condition with symptoms similar to drug abuse. The US is second, with an average of 7.61h, followed by Singapore (7.44 hours per week). In the US alone, 2,841 people were killed due to distracted driving in 2018. 58 percent of smartphone users don’t go 1 hour without checking it—are you one of them? Uplay, on the other hand, counts 199 games. 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. Meanwhile, only 11% of teenage girls share the same view. The light emitted by phone screens reduces the body’s production of melatonin, causing users to have trouble sleeping. On average, teens check on their phones nine times per hour while doing homework. 37% of 18-24-year-old social media users find it unpleasant if they are not able to go online and check social media. 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