– The Korea Creative Content Agency released the ‘2022 Game User Survey’ report on 6,000 people aged 10 to 65 nationwide.
– Game usage rate increased by 3.1p% compared to the previous year, 59.3% of parents Enjoy games with their children and communicate with them
– Utilize the report as basic data for policy establishment to foster the game industry and create a healthy game use environment
The Ministry of Culture, Sports and Tourism (Minister Park Bo-gyun) and the Korea Creative Content Agency (Director Cho Hyun-rae, hereafter referred to as Konjin-won) published a report on on August 31st.
This survey conducted a survey on ‘Game usage status and current status’ and ‘Awareness of games’ targeting 6,000 people aged 10 to 65 across the country for one month from May 24th. The survey was conducted in parallel with an online survey and individual interview.
◆ 74.4% of the people use the game, establishing itself as the most popular leisure culture for both men and women
As a result of the survey, it was found that 74.4% of the people used the game in the past year. This is an increase of 3.1%p compared to the previous year. This shows that games are becoming the most popular leisure culture among the people in that new game users are continuously influxing.
On the other hand, the usage rate of game users by game platform (duplicate responses) was ▲mobile game –6.7%p (90.9%→84.2%), ▲PC game –3.4%p (57.6%→54.2%), ▲console game –3.1% p (21.0% → 17.9%), ▲ Arcade game -0.4%p (9.8% → 9.4%), which decreased compared to the previous year. This is because the average daily game time of game users decreased by 13 minutes on weekdays (145 minutes → 132 minutes) and 23 minutes (232 minutes → 209 minutes) on weekends due to the increase in outside activities due to the lifting of the COVID-19 distancing. It seems that the number of users who enjoy the game has decreased.
In particular, as an interesting result of this survey, the use rate of male users for PC/console games (PC games: male (66.0%) / female (41.7%), console games: male (19.8%) / female (15.9%)) was high. However, for mobile and arcade games, the usage rate of female game users (mobile game: male (79.9%) / female (88.6%), arcade game: male (8.7%) / female (10.1%)) was high. You can enjoy the game, but you can see that there is a preferred game platform according to gender.
◆ After 16 years, parents who enjoy games and communicate with their children continue to increase, recording 59.3% in 22 years
Meanwhile, as a result of examining whether parents with school-aged children play games with their children, 59.3% of parents use games with their children. This is an increase of 1.8%p compared to the previous year, and has been on a continuous upward trend since it recorded 37.8% in 2016.
By age of parents, ▲20s accounted for the highest at 80.2%, ▲30s (73.3%), ▲40s (61.8%), and ▲50s (43.4%) used games with their children in that order. This shows that the proportion of communication with their children through games is increasing, centering on young parents who are familiar with games.
Also, it was found that 35.7% of parents who do not usually enjoy games use games with their children if they want. If games are used as a place to sympathize and communicate with children in the future, it is expected to have a significant impact on the formation of a healthy game environment and a healthy game culture.
◆ In-game sexual harassment/sex discrimination damage reduction by 3.1%p, Congene One literacy education to be expanded
In addition, it was confirmed that 23.5% of game users had experienced sexual harassment or discrimination in games, which is a decrease of 3.1%p compared to the previous year. As for the type of damage, ‘receiving sexual profanity or attack in the form of text messages through text messages or text chatting’ (53.7%) was found to be the most frequent.
Accordingly, Conjin One will continue to make efforts to expand game literacy education for game users and game industry workers, including teenagers, and to reduce the experience of sexual harassment/sex discrimination in games through awareness improvement programs.
The report contains the results of a survey on the usage behavior of mobile games, PC games, arcade games, console games, and virtual reality (VR) games, as well as the perceptions and attitudes towards games. It can be downloaded from .kocca.kr).