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AIRUSANI

2019 and 2020 Video Game Statistics

29/3/2021

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The Industry

  • Gaming is the most lucrative entertainment industry by far, worth $145.7b in 2019, compared to $42.5b in Box Office earnings and $20.2b for Music
  • In 2017, there were 2.21 billion gamers worldwide
  • As at August 2020 there are an estimated 3.1 billion people consuming video games, representing around 40% of the population of the planet
  • Mobile gaming now has the biggest share of the market with 48% of players engaging in mobile gaming
  • Console gaming just outperforms PC gaming in the global games market with console taking 28% of market share and PC gaming taking 23%
  • By 2022 the global game market will reach $196 billion, while the mobile gaming market will rise to $95.4 billion​
  • 82% of global consumers played video games and watched video game content during the height of the COVID-19 pandemic lockdowns
  • 73.55% of gamers prefer single player games, 3.63% prefer Multiplayer games, and 22.82% like both equally
  • The PlayStation 2 is still the best-selling console of all time with 157.68 million units sold, and the best-selling console game is still Wii Sports with 82.65 million units
  • The global console gaming market was estimated to be worth $45.2 billion in 2020, showing an impressive year-on-year growth of 6.8%
  • Only 8 percent of gamers identify exclusively as console gamers, meaning most gamers play across multiple devices
  • In Q1 2020 US citizens aged 18+ years spent on average 14 minutes playing games consoles per day​
  • LGBTQ+ households are 25% more likely to own a game console than the general U.S. population and are 91% more likely to be planning to buy a new one in the next 12 months
  • Nintendo have sold 60 million Switch consoles
  • ​There have 210.13 million Nintendo Switch games sold to date
SOURCE

The Players

United States, 2020 (Above)
​SOURCE
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Hours children spent gaming weekly in the United Kingdom (UK) from 2013 to 2019, by age group.
​United Kingdom, 2013 - 2019 (released March 2020) (Above)
  • Children in the United Kingdom are spending more and more time gaming, both on and offline. The number of hours that children aged between 12 and 15 spent playing games peaked in 2018, at nearly 14 hours. In 2019 however, this dropped to 11.6 hours per week. 2019 also saw an overall decline in gaming hours per week across the various age groups compared to previous years.
  • ​With the rise of smartphone ownership among children in the UK, the opportunity for gaming on the go has also increased. However, the number of children who have access to games consoles at home has actually decreased over recent years. This would suggest that more gaming is being done on handheld devices like smartphones and tablets, both inside and outside the home.
SOURCE
American Children and Video Games, 2019:
  • 73 percent of Americans ages 2 and older play video games, an increase of 6 percentage points since June 2018
  • In the U.S., playing video games accounts for 17 percent of consumers’ entertainment time and 11 percent of their total entertainment spend. However, while gaming engagement appears to be relatively stable overall, notable increases in both engagement and spending have been seen amongst kids ages 2 to 17
  • Kids are becoming a more influential part of the gaming marketplace thanks to games such as Fortnite and Minecraft, assisted by the growing influence of YouTube and Twitch
  • More than one-third of kids are spending more time playing video games than they were a year ago, while well over 20 percent are also spending more
  • ​ Most mobile gaming consumers play on a daily, or near-daily basis, while gaming on PC’s and consoles is more variable, tending to occur less often for longer sessions as it necessitates settling in for more intensive experiences
SOURCE
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animal crossing & mental health: articles #1

9/3/2021

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5 Lessons on Mental Health from ‘Animal Crossing’

This article by Healthline explains thoroughly how and why Animal Crossing is so great for mental health and well-being. Key points:
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Social Interaction
  • The game has many elements of living a fulfilled, contented life.
  • There are lessons to be learnt from this game, and with so many people's mental health under strain during the COVID-19 pandemic, these reminders are needed.
  • A feature of the game is talking to the town's villagers every day. Although it may not sound like much, it is comforting, for the given sense of social integration. Social integration refers to a person’s sense of belonging to a community. This is reinforced by everyday exchanges and the familiarity of a place. Social integration in action is 'a place' becoming 'my place.'
  • "Research actually ties social integration to greater longevity and quality of life" (-see below.)
  • Although during the pandemic we cannot have these every day social routines, we can create them for ourselves. Animal Crossing is one way of doing so.
Novelty
  • Novelty is important for the brain. Neurobiologists have identified novelty as a dopamine activator, which is essential for learning and memory. Animal Crossing provides everyday novelty through many of its activities, including fishing (and not knowing what fish you will catch), random things in random gifts that fall from the sky, and in the turnover of new events or new things in the shops.
  • A lot of these novelty elements cross over into other video games too.
  • While routine is important for stability, novelty is important for breaking up the monotony and giving people new experiences and memories.
The Environment Shapes How We Feel
  • ​​Customisation like house and island decoration allows for expression but also an idealistic escape from the burdens of real life environments (such as dirty dishes, unpleasant surroundings, dusty furnishings etc.)
  • Having complete control over the enviorment induces happiness, and can inspire the player to be proactive about changing any unpleasant environments in real life, even if it's just getting a new plant or painting a room a new colour.
Simple Productivity​​
  • Part of Animal Crossing's engagement comes from how to play it, everything else must be set aside for just a while.
  • Human brains aren’t wired to multitask, and repeatedly switching between tasks cuts down productivity. Animal Crossing is reminding of the benefits of focusing on just 'one-task-at-a-time' - working with the brain instead of against it. Goals are not urgent or overwhelming, and tasks are taught to be carried out one-by-one.
  • Animal Crossing gives the player motivation through reward-driven behaviours that strengthen attention and focus. This reward system way of getting through tasks can be applied to real life too.
Purpose Can Keep People Going
  • The game is deceptively simple. Tasks that should be tedious do not feel that way because of purpose. Having the bigger goals in mind, and knowing these smaller tasks build up to that goal, makes achieving them more meaningful. The smallest of progress connects to a bigger story and purpose - which in this game's case, is turning a deserted island into a 5-star place to live through crafting, building, decorating, and engaging with the community.
  • Having a life that feels purposeful, meaningful or useful has been shown to reduce depressive symptoms and build emotional resilience.
  • Day-to-day life feels less of a grind and more purposeful.

"...When our collective mental health is languishing, it’s even more important that we still have goals - even if those goals involve building a pretend bridge. Putting a stake in the ground gives us momentum that we might otherwise lack. It can be as simple as mastering a new craft or hobby, as silly as renovating our virtual homes on “Animal Crossing,” or as ambitious as a promotion at work.
These goal-driven behaviors help contribute to our sense of purpose, fortifying our mental health even in lockdown. I believe that’s why a game like “Animal Crossing” can be a source of comfort - especially when the world seems to have come to a screeching halt. It gives us goals without overwhelming us; it offers a sense of connection and novelty that our brains thrive on."
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the basics of mental health

9/3/2021

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What is mental health?
www.mentalhealth.gov/basics/what-is-mental-health

​
Types of mental health problems.
www.mentalhealth.gov/what-to-look-for

​
Souces for mental health help.
​www.mentalhealth.gov/get-help

What is well-being?
www.cdc.gov/hrqol/wellbeing.htm

​
Notes on these articles are in my sketchbook.
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