Video games and other online interactions became a notable coping mechanism for the British people last year, according to a new report from Ofcom.
Communications regulators have released the latest Online national reportThis year, we are focusing on how people engage in online platforms and activities.
According to the studio, 62% of adults in the UK and 92% of 16-24 year olds reported playing video games in 2020. More than half agreed to help overcome various blockade restrictions.
Not surprisingly, smartphones were the most commonly used device for games in all age groups, including 39% of all adults. Consoles and desktop / laptop devices are now more likely to be used by young players.
Ofcom reports that games are “equally popular” as entertainment between men and women, but women are more likely to play on mobile (43% of the survey) and men are consoles (32%). ) Or are more likely to use a PC (32%). 29%).
Half of UK gamers aged 16-64 say they only play titles that are free to play.
Just over one-third of all gamers say they spent money on in-game items, cryptocurrencies, or Battle Pass within 30 days before participating in the survey. These microtransactions were the largest spending category for games, physically or digitally above the average amount spent on full games and subscriptions.
When it comes to subscriptions, PlayStation Plus was the UK’s most popular service with 3 million subscribers. That’s more than a million above both the Xbox Live Gold (1.9 million) and Xbox Game Pass total tiers (1.7 million). Nintendo Switch Online has 1.3 million subscribers.
Looking closely at online game revenue, Ofcom reported that spending was around £ 4.6 billion, up 11% year-on-year. This is almost in line with the 9% growth seen in 2019.
Forty-six percent of all online gaming revenue came from mobile and tablet games, followed by consoles at 32% and desktops or laptops at 22%.
Video games are also considered for other online activities, such as watching video content. Forty-two percent of all respondents said they watched game-related videos on YouTube, and 15% said they watched Twitch.
Most of the reports focus on young people and their online interactions.
According to Ofcom, by 2020, three-quarters of people aged 5 to 15 were playing online games. Taking into account the ages of 12 to 15, 8 out of 10 participants. By comparison, it’s only half the age of 5-7. Years played online.
Older children reported playing games such as Call of Duty, Grand Theft Auto Online, and Rainbow Six Siege. Even though all three PEGI age ratings are 18+.
Fifty-eight percent of parents for children aged 5 to 15 claimed that they were only allowed to play games according to their age. This increased to over 60% when focused on parents aged 5-11, compared to about 40% for parents aged 12-15.
About 70% of ages 8-11 and about 80% of ages 12-15 use in-game chat when playing online. Helps social connections missed during the blockade, primarily to talk to friends.
However, the section on online harm emphasizes that the Internet is not always a safe place, especially when it comes to communications.
More than half of people aged 12 to 15 say they had a negative experience online. For example, you may be contacted by strangers, or you may feel uncomfortable looking at something scary, annoying, or sexually explicit.
Forty-eight percent of ages 8-11 and one-third of ages 12-15 say they were bullied online. Older children are more likely to be bullied on social media and messaging apps, while younger children are more likely to be bullied while playing games.
Boys were more likely than girls to play online and experience bullying, 49% vs. 29% of respondents.
Ofcom emphasized Among Us as one of the most popular titles when it comes to the games people are playing.
Studies show that girls tend to spend time playing creative games like Roblox and Minecraft, and boys prefer competitive experiences like Fortnite and Call of Duty.
Ofcom: More than half of the UK played games to deal with the blockage
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