Colorado has the lead in game-fo­cused na­tion

The Denver Post - - BUSINESS - By Christo­pher In­gra­ham — The Washington Post

The amount of time Amer­i­cans spend play­ing video games and board games has risen by 50 per­cent since 2003, ac­cord­ing to new data from the Bureau of La­bor Statis­tics.

The typ­i­cal Amer­i­can now spends more time play­ing games than vol­un­teer­ing, go­ing to so­cial events or go­ing to church.

The num­bers come from the Amer­i­can Time Use Sur­vey, a na­tion­ally rep­re­sen­ta­tive an­nual study that asks re­spon­dents to re­count, in minute-by-minute de­tail, how they spent the pre­vi­ous day.

Colorado leads the na­tion on the per­cent­age of res­i­dents (13.4) who play games on a typ­i­cal day,

On the av­er­age day in 2016, the av­er­age Amer­i­can age 15 or older spent about 15 min­utes play­ing games, up from 10 min­utes in 2003, ac­cord­ing to the sur­vey.

If you ex­clude peo­ple who played

Hawai­ians on is­land of their own in least play time

The Amer­i­can Time Use Sur­vey de­tails where peo­ple play games the most. Colorado leads the na­tion on the per­cent­age of res­i­dents (13.4) who play games on a typ­i­cal day, fol­lowed by Min­nesota (13.2), Kansas (11.6), New Hamp­shire (11.6) and Rhode Is­land (11.2). On the flip side, in Hawaii only 3.1 per­cent of res­i­dents play games on a typ­i­cal day, mak­ing it the least gam­ing-ad­dicted state in the na­tion (this makes some sense — when you live in an is­land par­adise, who needs to sit in front of a screen?). Hawaii is fol­lowed by New Mex­ico (4.9), Ge­or­gia (5.7), Mis­sis­sippi (6.0) and South Carolina (6.1). no games at all, the typ­i­cal gamer spent over two hours per day play­ing games in 2016.

That num­ber is lit­tle changed since 2003, which means that the in­crease in av­er­age gam­ing time over­all is due pri­mar­ily to a surge in the num­ber of gamers.

In 2003, less than 8 per­cent of the pop­u­la­tion played games on a typ­i­cal day. By 2016, that num­ber had shot up to over 11 per­cent, ac­cord­ing to the sur­vey data.

The Amer­i­can Time Use Sur­vey doesn’t dis­tin­guish be­tween board games, such as Scrab­ble, and video games, such as “Zelda” or “Over­watch.” So it’s im­pos­si­ble to know with cer­tainty how much of the in­crease is driven by play­ing video games alone.

There has been a great deal of fo­cus on the rise of gam­ing time among young, un­em­ployed men, thanks to a re­cent work­ing pa­per by re­searchers at Prince­ton, the Univer­sity of Chicago and the Univer­sity of Rochester.

But the Amer­i­can Time Use Sur­vey data show that the in­crease in gam­ing hasn’t been lim­ited to just young men.

In­deed, there has been a larger in­crease in gam­ing time among women (58 per­cent) than among men (50 per­cent) since 2003.

To­day, sim­i­lar per­cent­ages of men (12.3) and women (10.3) play games on a typ­i­cal day.

Since there are only 24 hours in a day, any in­crease in gam­ing time has to be off­set by a de­crease in time spent on other things. While the sur­vey num­bers can’t pin­point this with cer­tainty, they do show that since 2003 there have been sub­stan­tial drops in a num­ber of other leisure ac­tiv­i­ties that game play­ing might take the place of, in­clud­ing so­cial­iz­ing (seven-minute daily de­crease since 2003), read­ing (four-minute de­crease), and arts and en­ter­tain­ment, ex­clud­ing TV (two-minute de­crease).

Amer­i­cans’ to­tal leisure time is un­changed since 2003.

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