Gaming

What are the reasons why players started playing?

Game News What are the reasons why players started playing?

Like every year, SELL publishes its report on the habits of French players. Let’s go back to the part dedicated to his motivations.

Players under the influence of video games in France, the SELL (union of publishers of leisure software) strives every year to analyze the local practice of video games; a study that can be found as of today in the new issue of Video game fundamentals. The data, collected and analyzed by Médiamétrie on the Internet, come from a sample of 4,016 Internet users aged 10 and over. In particular, we learn that 73% of the French play video games at least occasionally; a percentage two points more than last year. Other interesting data reported: 88% of gamers are adults, the preferred medium is the smartphone, and casu, card, board and puzzle games are among the preferred genres. The report also dedicates a section to our video game report.

“The reasons why players started playing”

It is not surprising that the main motivation of the players is to have fun (93%); transmitted data that can make you smile because it seems obvious. SELL also notes a predominant social aspect, where video games represent a way of getting away from everything for 96% of those questioned and a way of spending a friendly moment with other people for 73%. The concepts of competition and improvement are also highlighted, 65% declare “playing to train in an activity to progress, advance, learn and be better” when 57% say they play to “participate in a competitive activity with a bet, a challenge , An objective. “

Credit: SELL

In terms of benefits, we naturally salute the unifying virtues of the game. 52% of players believe that it allows us to create or maintain a bond with other people, and 50% think that it reduces the isolation that we can sometimes feel. But first we recognize in entertainment its ability to reduce boredom (79%) and provide joy (74%). It also helps fight stress, pressure (65%), but also anxiety, anxiety and worry (59%).

Finally, the latest data regarding the ease adopted with respect to new technologies: 73% of adult gamers consider that the media has helped them feel more comfortable with new technologies. Of the lot, 92% say it even helped them appreciate the latter more.

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