And the trend makes sense. GenX and older Millenials were the tipping point where games went from “for losers” to “for everyone”. But also? GenX and Millenials have families and careers. Playing a game gets a lot more difficult when you have kids swarming around whereas putting on a movie is something the whole family can enjoy. Same with just not wanting to touch a computer “of any form” (and ignoring that your streaming box is also a computer…) after a long day of work.
I’m not sure it can just be that though, millennials have experience of all three too, why does the trend apparently exclude them?
I will sometimes pick a game, sometimes a movie, sometimes a book—all can be equally engaging IMO
Took way too long to find it in the actual report (page 12 of https://www.theesa.com/wp-content/uploads/2024/05/Essential-Facts-2024-FINAL.pdf)) but it is 63% Gen Z, 55% Millenials, 33% GenX, and 14% Boomers. Nothing is being “excluded”.
And the trend makes sense. GenX and older Millenials were the tipping point where games went from “for losers” to “for everyone”. But also? GenX and Millenials have families and careers. Playing a game gets a lot more difficult when you have kids swarming around whereas putting on a movie is something the whole family can enjoy. Same with just not wanting to touch a computer “of any form” (and ignoring that your streaming box is also a computer…) after a long day of work.
The article doesn’t mention Millennials at all, but the video game market jumped over the box office before Gen Z was old enough to play games.