As the data suggests, the time spent on social media apps accounts for 44% of the average user’s smartphone usage rate. 58% of smartphone users will check their phones at least once every hour. More than 2 billion people play video games globally, including 150 million in … 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. Video games are a great source of entertainment and can be associated with positive health benefits including improved vision, creativity, and cognition when played in moderation. Its comprehensive set of tools will help streamline your operations. The number of global players has increased by more than half a billion since 2015. We have compiled over a hundred technology addiction statistics, revolving around three platforms that garner the most attention: smartphones, social media, and video games. In the US, 11.5% of gamers aged 26-35 years play more than 20h per week. Unfortunately, 19% of them end up dropping their phones inside the bowl. Like problem gamblers, video-game addicts are … 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. Another strategy is to implement a personal rewards system regarding work or school, with your addiction as a reward. 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 average smartphone user touches their device 2,617 times a day, excluding the ones performed when the phone is locked. Research has found that approximately 88 percent of American youth play video games, and 8.5 percent of children and teens, ages 8 to 18, show signs of video game addiction. McKinley, R. Andy, Lindsey K. McIntire, and Margaret A. Funke. There are 3.8 billion active social media users in the world, 3.75 billion of whom use mobile phones. 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. There are 2.7 billion gamers in the world. The video game industry growth 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%. 26-35 play, on average, 8 hours and 13 minutes per week, which is the longest average time spent playing among all age groups. Video game addiction statistics from this study revealed the following: 1. Also, for US gamers, the most important feature of the video game is the performance, followed by its simplicity, and finally, its storyline. 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. The highly addictive label was also earned by League of Legends, World of Warcraft, Call of Duty, and Candy Crush. They are controversial. 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. 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). The projected video game industry growth 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. Aside from playing, male hardcore gamers spend 1 hour and 53 minutes daily researching games while females spend 1 hour and 30 minutes. 33% of teens spend more time communicating with close friends online instead of meeting up in person. Video Game Addiction, or gaming disorder, was recently classified as a disease by the WHO. When all else fails, you can visit a professional. 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). It bit him. 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. reveal that around 6.9% of college students are pathological gamers. Copyright © 2020 CompareCamp. In 2019, the most prolific world region for new gamers was Asia-Pacific, with some 1.3 billion registered gamers. The first things that come to mind are physical activities like exercise, sports, or any fun recreational activity. Alcohol is the most widely-abused substance in the United States, yet alcoholism is often left untreated. The highly addictive label was also earned by League of Legends, World of Warcraft, Call of Duty, and Candy Crush. point out that over 10 million gamers across the globe are addicted to video games. 35% of users have used their phones while in the movie theater. Smartphones were projected to account for 36% of the total. 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). Uplay, on the other hand, counts 199 games. 35% of whom do within five minutes. After all, Mark Zuckerberg’s net worth wouldn’t have reached $54 billion if social media isn’t inherently addictive. On average, teens check on their phones nine times per hour while doing homework. It can also lead to violence should the exchanges of insults on the games’ chat function go overboard or if money is involved. The Top 10 countries in terms of smartphone usage are Brazil, China, United States, Italy, Spain, South Korea, Canada, United Kingdom, Germany, and France. Videogame addiction can lead to poor sleeping habits and insomnia, a disruption in eating habits, reduced social skills, losing friends, and a heightened risk for seizures. The best selling video game in the US market in 2019 was Call of Duty: Modern Warfare. 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. Functioning as a small analog computer, Tennis for Two represented a two-dimensional, side view of a tennis court, and the hundreds of visitors that played the game were using controllers with buttons and rotating dials to change the position of the invisible tennis racquet. 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. In other words, you need other distractions to divert your attention away from social media, video games, and your smartphone. Having a healthy mindset is ideal when going online. The average user checks his phone every 12 minutes. As the stats below suggest, people bring their smartphones just about everywhere, even in scenarios that don’t call for remote communication. 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