MAYBVM
16 17 to being matched with rival gamers, culture/ethnic- ity (8%), political views (7%), and sexual orientation (6%) are, for the most part, inconsequential to a player.What matters most is the other gamer’s skill level (40%). Only 14% of gamers said they care about the gen- der of the rivals they are matched with online, which could explain the sharp increase in female gamers in recent years. One in two players (47%) has a female friend who plays videogames. Almost a third (29%) have a sister who plays, and 21% said their daughter does. Only 17% of gamers reported a need to recruit more women to their gaming community (male - 17% - vs. female gamers - 16%), though a quarter of teenagers (25%) wanted to create a more welcoming environment for female players. Contrary to outdated stereotypes about the reclu- sive gamer, many lead busy lives with many outside interests.When not gaming, their attention is spent on music (63%) and spending time with family (59%) or friends (55%). Traveling (50%) and reading and writing (46%) were also popular. Players in Brazil (52%), France (58%), and Canada (49%) in particular are more inclined than others to be more curious and want to learn about new things. Gamers in Brazil (46%), China (46%), and India (41%) enjoy breaking a sweat to stay fit, while Ca- nadian gamers prioritize quality time with family (68%), friends (64%), and pets (40%). Their American neighbors are more inclined than anyone to spend time with their pets (45%) and are almost as sports- mad as the PC gamers from India are (46% vs. 58%). Gaming isn’t just playtime – it can also hone ben- eficial skills. Close to four out of 10 survey respon- dents said that, because of gaming, they are more strategic thinkers (39%), have im- proved hand-eye coordination (37%), and increased reaction time (36%). Some even perceive that their teamwork (27%) and leadership (18%) skills have improved. This aligns with research conducted by the Royal Melbourne Institute of Technology, Australia which found teens who were regular gamers scored higher than average in math, reading, and science on an international exam. The more advanced the gamer, the more likely they are to report skill development. Half of gamers at pro level (54%) claimed that gaming has made them more strategic thinkers, while 36% of casual players and 30% of noobs said the same. Similar patterns occur for technology skills: 42% of pros said they are more tech savvy compared to 18% of casual players and only 14% of noobs. Gamers spend a median of six to nine hours per week playing video games with 25% spending 10- 19 hours and one out of five gamers (21%) spending 20 or more hours per week playing. Players say they know gaming is their priority when they feel like sacrificing sleep (37%) and eat- ing (27%). Yet today’s gamers are unlikely to skip out on social commitments for gaming, with less than one in four saying they would bail on holiday cele- brations (23%), a friend’s celebration (21%), a family birthday (18%), or a professional sporting event (18%) to game instead. Respondents would be willing to give up a lot just to play video games, including candy/sweets (28%), their favorite television show (23%), and social me- dia (23%). As might be expected, younger gamers (39 years and younger) are willing to give more things up than those 40 and up. While skill level is important, losing is not the end of the world. Only 23% said that losing an intense match is worse than a low battery, 20% that it is worse than traffic jams, and 19% that it is worse than a cold shower. OPENING LINES
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