
https://n.news.naver.com/article/001/0015839237?sid=105
In 2022, 74.4% of the population—roughly 3 out of 4 people—enjoyed gaming. In just three years, that figure has plummeted to the point where even the 50% mark is in jeopardy. Of course, one must consider that the 70% range recorded between 2020 and 2022 occurred during unprecedented COVID-19 social distancing. However, given that game usage consistently stayed above 60% even before the pandemic, the 50% figure is still a significant shock.
Time to build a gaming ecosystem that encourages innovation over 'copy-pasting'
The drop to 50% is proof that gaming is no longer seen as an exciting or novel leisure activity. Among respondents who have gaming experience but no longer play, 44% (multiple answers allowed) cited a 'lack of time,' 36% said 'decreased interest,' 34.9% 'found alternative hobbies,' and 33.1% cited a 'lack of motivation.' These four items are essentially the same feedback phrased differently: 'Games aren't fun anymore.' Ultimately, the responsibility lies with a gaming industry that has prioritized profitability over innovation.
"Gamers are over the 'innovative' cash-grabs and buggy messes. Between being exhausted from work, the rise of TikTok/Netflix, and the 'emotional damage' of team games, many would rather rot in front of a screen or stick to 20-year-old classics like Diablo 2."
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