• NuXCOM_90Percent@lemmy.zip
    link
    fedilink
    English
    arrow-up
    7
    arrow-down
    1
    ·
    3 months ago

    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.