In terms of number of players and time dedicated to video games, the year 2021 is better than the previous one, but marked by the confinements that had favored the development of video games.
Almost 3 in 4 French (73%) play video games at least occasionally, according to a study by the professional union in the sector this Tuesday, which welcomes a practice that intensifies after the confinement.
The proportion of people who have gambled at least once a year thus increases by two points over a year, representing about 38 million people, according to this survey * conducted for the Trade Union of Leisure Software Publishers (Sell) by the Institute Médiamétrie. .
7 hours a week for children
The proportion of regular players, who practice at least once a week, increased 6 points to 58%.
“The year 2021 is even better than 2020”, a year in which the rise of video games had been favored by the pandemic and the confinements of Covid-19, summarizes the general delegate of Sell, Nicolas Vignolles.
“Not only do they play more, but the people who play are spending more and more time there,” he continues. Children, in particular, see their weekly playtime (calculated over the 7 consecutive days prior to the survey) increase to 7.1 hours. This remains stable for adults at 5.4 hours.
“It is a medium that is exploding, with a strong community aspect. We connect to find friends and play with them,” said Nicolas Vignolles.
A mostly lonely hobby
Thus, 61% of gamers say that video games allow them to create social bonds and a third, especially the youngest, feel that they belong to a community. This aspect will unfold with the expected arrival of the metaverse, the virtual universes promoted by Facebook and other web giants.
The family dimension is also present, since 77% of parents now say they play with their children, that is, 11 points more than in 2020.
A sign that the video game is still an individual relaxation activity, even solitary, the so-called “casual” games (boards, cards, puzzles) in mobile and platform games, where an avatar must move in a two-dimensional environment while dodging obstacles are the most practiced, especially by women.
* This survey was conducted on the Internet from September 6 to 27 with a sample of 4,016 people aged 10 and over.
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