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ANALYSIS | REPORT OF THE WORLD ECONOMIC FORUM: IS PREFERED TO WATCH FILMS, LISTEN TO MUSIC OR SEARCH FOR FUNNY VIDEOS

ONLINE GAMING, the fifth place of preferences on how to pass the confinement, according to a study by the World Economic Forum

 
 The COVID-19 crisis has caused changes in all aspects of society. The world alarm state and the subsequent confinement decree have influenced consumption habits in different generations; and online gaming, as part of entertainment is no exception.
INFOPLAY |
According to a study published by the World Economic Forum, in which 4,000 internet users from the United States and the United Kingdom were interviewed, the levels of content consumption through the different media are unprecedented and affected by age ranges. . Gaming is within the interests of the respondents, although it loses places with the elderly.

In the case of Generation Z, which includes ages between 8 and 23, the interviewees affirm that they have started using or increased the use of video games by 31%, an activity that ranks third after consumption. of online videos (51%) and the use of streaming TV services (38%).

Something similar occurs with Millennials, or individuals between the ages of 25 and 39, whose use of video games has grown by 31%. However, in this age range it occupies the sixth place of interests, where the first places are occupied by online videos (44%), TV streaming services (41%), Online Press (36%), Music streaming and traditional TV (35%).

On the other hand, Generation X, which includes people between 40 and 54 years old, video games occupy the eighth place of interests with 19%. The best places are the following content: Traditional TV (45%), TV streaming and Radio services (38%), Online videos (35%), Online Press (31%), Livestreams through social networks, Books (21 %).

Finally, the Boomer generation, aged between 55 and 75 years, leaves the use of games in ninth place with 10%. We must emphasize that in addition to the categories described above, non-interest in these contents rises to the first places (24%).

In the case of online activities, we see how the game ranked fifth and seventh in the table below.




See report of the World Economic Forum



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