• Millions of young adults are walking away from gaming, and here's why

    From Dimensional Traveler@[email protected] to comp.sys.ibm.pc.games.action on Wed Apr 22 17:26:22 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    https://www.msn.com/en-us/money/other/millions-of-young-adults-are-walking-away-from-gaming-and-here-s-why/ar-AA21pUSB?ocid=entnewsntp&pc=U531&cvid=69e934e79d674dccbb40aaf9e8bb2eb0&ei=56

    We know this sounds dramatic. What do you mean, swaths of young adults
    are quitting gaming altogether? We promise, this isn’t as dramatic as it sounds. While younger adults are pulling back on certain types of
    gaming, there’s still a massive group of people still wired in. In fact, over 205 million Americans aged five to 90 play video games regularly,
    with 60% of adults playing every single week.

    So what’s happening with the young adults? Well, it comes down to money.
    U.S consumers aged 18 to 24 spend 25% less money on video game products
    in April 2025 than they did the previous year. What this tells us isn’t
    that it’s about the quality of the games, it’s more so that games aren’t the epicentre of how young folks like to spend their time.

    The Budget Pressure

    The clearest evidence starts with spending. In that same Circana
    snapshot covered by GameSpot, overall spending by 18-to-24-year-olds was
    down about 13% year over year, but games took a harder hit than several
    other tracked categories. That makes sense, really. Between the price of games, consoles, and membership subscriptions, it’s difficult to justify
    the expense if it’s not your favorite way to pass the time.

    The bigger economic backdrop doesn't exactly make leisure spending feel carefree, either. The Bureau of Labor Statistics said the unemployment
    rate for Americans ages 16 to 24 was 10.8 percent in July 2025, and the employment-population ratio for that group was 53.1 percent, down from
    54.5 percent a year earlier. For people just getting started at work, or trying to hang onto unstable early-career jobs, that kind of picture can
    make every nonessential purchase feel a little heavier.

    Debt pressure adds another layer. The U.S. Department of Education said collections on defaulted federal student loans resumed on May 5, 2025,
    ending a long pause, and a St. Louis Fed analysis found that the share
    of Americans ages 20 to 64 who were 30 days delinquent on credit card
    payments reached 12.1 percent in the first quarter of 2025. Those aren't youth-only figures, and they don't tell us why any one person skipped a
    new release. They do, though, fit the broader mood: leisure spending is
    much more stressful than it was a few years ago.

    Gaming Isn’t For Everyone

    Time matters almost as much as money here, maybe more for some people.
    ESA's 2025 numbers show that gaming isn’t a youth-specific habit, with
    half of American players now 35 or older. The old image of young
    adulthood as endless free evenings for grinding levels, chasing unlocks,
    and sinking hours into whatever everyone else was playing just doesn't
    fit as neatly anymore.

    Public opinion helps fill in what market data can't fully capture. In
    online discussions about quitting or cutting back on games, people keep circling back to the same themes: work, rising costs, less free time,
    and the feeling that gaming had become a mindless default instead of
    something they were actively choosing.

    What comes through in those conversations isn't outrage, exactly. It's
    more like a recalculation. A hobby can be fun and still lose ground once people start lining it up against sleep, exercise, side income,
    relationships, or even an evening that doesn't leave them feeling glued
    to another screen. Read that way, the pullback looks less like some anti-gaming crusade and more like a very normal adult reshuffling of priorities.

    Other Digital Habits

    That said, another part of this is that young adults aren't necessarily logging off. They're just spreading their attention around differently.
    Sensor Tower's State of Mobile Gaming 2025 report says mobile game
    in-app purchase revenue grew 4% in 2024, while time spent rose 8% and
    sessions increased 12%. So quick, low-friction play is still doing just
    fine, even while premium gaming purchases drop.

    The wider market tells a similar story. Newzoo's Global Games Market
    Report 2025 projects $188.8 billion in game revenues and 3.6 billion
    players worldwide, while also noting that console is the fastest-growing platform, while mobile growth is slowing in mature markets. What this
    tells us is that the gaming industry is by no means going under. Gaming
    is still enormous. It's just not a simple story anymore where young
    players automatically keep spending more every year.

    Then there's the industry itself, which hasn't exactly been radiating stability. GDC's 2026 State of the Game Industry says 28% of surveyed professionals were laid off in the past two years, and half said their
    current or most recent employer had conducted layoffs in the past 12
    months. That doesn't directly tell us what consumers will do next, but
    it does help explain why some players seem less willing to treat every
    major release like a must-buy event.

    The safest takeaway is pretty straightforward. Public evidence supports
    the idea that many young adults are spending less on games, thinking
    harder about the time they put into them, and making more room for other priorities. Young adults aren’t leaving gaming for good. What the data
    can support, and support well, is that gaming no longer gets an
    automatic pass from a generation dealing with tighter money, busier
    lives, and plenty of other ways to spend a night.
    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.

    --- Synchronet 3.21f-Linux NewsLink 1.2
  • From phoenix@[email protected] to alt.slack,comp.sys.ibm.pc.games.action on Wed Apr 22 18:35:31 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Dimensional Traveler wrote:
    https://www.msn.com/en-us/money/other/millions-of-young-adults-are-walking-away-from-gaming-and-here-s-why/ar-AA21pUSB?ocid=entnewsntp&pc=U531&cvid=69e934e79d674dccbb40aaf9e8bb2eb0&ei=56


    We know this sounds dramatic. What do you mean, swaths of young adults
    are quitting gaming altogether? We promise, this isn’t as dramatic as it sounds. While younger adults are pulling back on certain types of
    gaming, there’s still a massive group of people still wired in. In fact, over 205 million Americans aged five to 90 play video games regularly,
    with 60% of adults playing every single week.

    So what’s happening with the young adults? Well, it comes down to money. U.S consumers aged 18 to 24 spend 25% less money on video game products
    in April 2025 than they did the previous year. What this tells us isn’t that it’s about the quality of the games, it’s more so that games aren’t
    the epicentre of how young folks like to spend their time.

    The Budget Pressure

    The clearest evidence starts with spending. In that same Circana
    snapshot covered by GameSpot, overall spending by 18-to-24-year-olds was down about 13% year over year, but games took a harder hit than several other tracked categories. That makes sense, really. Between the price of games, consoles, and membership subscriptions, it’s difficult to justify the expense if it’s not your favorite way to pass the time.

    The bigger economic backdrop doesn't exactly make leisure spending feel carefree, either. The Bureau of Labor Statistics said the unemployment
    rate for Americans ages 16 to 24 was 10.8 percent in July 2025, and the employment-population ratio for that group was 53.1 percent, down from
    54.5 percent a year earlier. For people just getting started at work, or trying to hang onto unstable early-career jobs, that kind of picture can make every nonessential purchase feel a little heavier.

    Debt pressure adds another layer. The U.S. Department of Education said collections on defaulted federal student loans resumed on May 5, 2025, ending a long pause, and a St. Louis Fed analysis found that the share
    of Americans ages 20 to 64 who were 30 days delinquent on credit card payments reached 12.1 percent in the first quarter of 2025. Those aren't youth-only figures, and they don't tell us why any one person skipped a
    new release. They do, though, fit the broader mood: leisure spending is
    much more stressful than it was a few years ago.

    Gaming Isn’t For Everyone

    Time matters almost as much as money here, maybe more for some people.
    ESA's 2025 numbers show that gaming isn’t a youth-specific habit, with half of American players now 35 or older. The old image of young
    adulthood as endless free evenings for grinding levels, chasing unlocks,
    and sinking hours into whatever everyone else was playing just doesn't
    fit as neatly anymore.

    Public opinion helps fill in what market data can't fully capture. In
    online discussions about quitting or cutting back on games, people keep circling back to the same themes: work, rising costs, less free time,
    and the feeling that gaming had become a mindless default instead of something they were actively choosing.

    What comes through in those conversations isn't outrage, exactly. It's
    more like a recalculation. A hobby can be fun and still lose ground once people start lining it up against sleep, exercise, side income, relationships, or even an evening that doesn't leave them feeling glued
    to another screen. Read that way, the pullback looks less like some anti-gaming crusade and more like a very normal adult reshuffling of priorities.

    Other Digital Habits

    That said, another part of this is that young adults aren't necessarily logging off. They're just spreading their attention around differently. Sensor Tower's State of Mobile Gaming 2025 report says mobile game
    in-app purchase revenue grew 4% in 2024, while time spent rose 8% and sessions increased 12%. So quick, low-friction play is still doing just fine, even while premium gaming purchases drop.

    The wider market tells a similar story. Newzoo's Global Games Market
    Report 2025 projects $188.8 billion in game revenues and 3.6 billion
    players worldwide, while also noting that console is the fastest-growing platform, while mobile growth is slowing in mature markets. What this
    tells us is that the gaming industry is by no means going under. Gaming
    is still enormous. It's just not a simple story anymore where young
    players automatically keep spending more every year.

    Then there's the industry itself, which hasn't exactly been radiating stability. GDC's 2026 State of the Game Industry says 28% of surveyed professionals were laid off in the past two years, and half said their current or most recent employer had conducted layoffs in the past 12
    months. That doesn't directly tell us what consumers will do next, but
    it does help explain why some players seem less willing to treat every
    major release like a must-buy event.

    The safest takeaway is pretty straightforward. Public evidence supports
    the idea that many young adults are spending less on games, thinking
    harder about the time they put into them, and making more room for other priorities. Young adults aren’t leaving gaming for good. What the data
    can support, and support well, is that gaming no longer gets an
    automatic pass from a generation dealing with tighter money, busier
    lives, and plenty of other ways to spend a night.

    Usually I command total respect in the other newsgroups. But this guy
    decided to post exactly the same article as me to make it clear that he doesn't read what I write. Most of these guys have been willfully
    ignoring me for months. They're like % and his back scene emails telling everybody to ignore me. However, it's reached new heights with this guy,
    who posts exactly the same thing I just did. I thought you could use a
    few lessons on disrespect, Brennus. This is the beginning of my Master
    Class which I will present to you, my greatest student. I'd like you to
    meet Zaghadka here, who is the Great Leader in c.s.i.p.g.action behind
    the Great Disrespect, as they call it in email.

    What did I do to deserve such awful treatment?

    I had a sex sandwich with Zaghadka's wife.

    Wait that's not the right punchline--
    --
    Pharaoh was so pleased with Hadad that he gave him a
    sister of his own wife, Queen Tahpenes, in marriage.
    The sister of Tahpenes bore him a son named Genubath,
    whom Tahpenes brought up in the royal palace. There
    Genubath lived with Pharaoh’s own children.
    --- Synchronet 3.21f-Linux NewsLink 1.2
  • From phoenix@[email protected] to alt.slack,comp.sys.ibm.pc.games.action on Wed Apr 22 18:39:45 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    phoenix wrote:
    Dimensional Traveler wrote:
    https://www.msn.com/en-us/money/other/millions-of-young-adults-are-walking-away-from-gaming-and-here-s-why/ar-AA21pUSB?ocid=entnewsntp&pc=U531&cvid=69e934e79d674dccbb40aaf9e8bb2eb0&ei=56


    We know this sounds dramatic. What do you mean, swaths of young adults
    are quitting gaming altogether? We promise, this isn’t as dramatic as
    it sounds. While younger adults are pulling back on certain types of
    gaming, there’s still a massive group of people still wired in. In
    fact, over 205 million Americans aged five to 90 play video games
    regularly, with 60% of adults playing every single week.

    So what’s happening with the young adults? Well, it comes down to
    money. U.S consumers aged 18 to 24 spend 25% less money on video game
    products in April 2025 than they did the previous year. What this
    tells us isn’t that it’s about the quality of the games, it’s more so >> that games aren’t the epicentre of how young folks like to spend their
    time.

    The Budget Pressure

    The clearest evidence starts with spending. In that same Circana
    snapshot covered by GameSpot, overall spending by 18-to-24-year-olds
    was down about 13% year over year, but games took a harder hit than
    several other tracked categories. That makes sense, really. Between
    the price of games, consoles, and membership subscriptions, it’s
    difficult to justify the expense if it’s not your favorite way to pass
    the time.

    The bigger economic backdrop doesn't exactly make leisure spending
    feel carefree, either. The Bureau of Labor Statistics said the
    unemployment rate for Americans ages 16 to 24 was 10.8 percent in July
    2025, and the employment-population ratio for that group was 53.1
    percent, down from 54.5 percent a year earlier. For people just
    getting started at work, or trying to hang onto unstable early-career
    jobs, that kind of picture can make every nonessential purchase feel a
    little heavier.

    Debt pressure adds another layer. The U.S. Department of Education
    said collections on defaulted federal student loans resumed on May 5,
    2025, ending a long pause, and a St. Louis Fed analysis found that the
    share of Americans ages 20 to 64 who were 30 days delinquent on credit
    card payments reached 12.1 percent in the first quarter of 2025. Those
    aren't youth-only figures, and they don't tell us why any one person
    skipped a new release. They do, though, fit the broader mood: leisure
    spending is much more stressful than it was a few years ago.

    Gaming Isn’t For Everyone

    Time matters almost as much as money here, maybe more for some people.
    ESA's 2025 numbers show that gaming isn’t a youth-specific habit, with
    half of American players now 35 or older. The old image of young
    adulthood as endless free evenings for grinding levels, chasing
    unlocks, and sinking hours into whatever everyone else was playing
    just doesn't fit as neatly anymore.

    Public opinion helps fill in what market data can't fully capture. In
    online discussions about quitting or cutting back on games, people
    keep circling back to the same themes: work, rising costs, less free
    time, and the feeling that gaming had become a mindless default
    instead of something they were actively choosing.

    What comes through in those conversations isn't outrage, exactly. It's
    more like a recalculation. A hobby can be fun and still lose ground
    once people start lining it up against sleep, exercise, side income,
    relationships, or even an evening that doesn't leave them feeling
    glued to another screen. Read that way, the pullback looks less like
    some anti-gaming crusade and more like a very normal adult reshuffling
    of priorities.

    Other Digital Habits

    That said, another part of this is that young adults aren't
    necessarily logging off. They're just spreading their attention around
    differently. Sensor Tower's State of Mobile Gaming 2025 report says
    mobile game in-app purchase revenue grew 4% in 2024, while time spent
    rose 8% and sessions increased 12%. So quick, low-friction play is
    still doing just fine, even while premium gaming purchases drop.

    The wider market tells a similar story. Newzoo's Global Games Market
    Report 2025 projects $188.8 billion in game revenues and 3.6 billion
    players worldwide, while also noting that console is the
    fastest-growing platform, while mobile growth is slowing in mature
    markets. What this tells us is that the gaming industry is by no means
    going under. Gaming is still enormous. It's just not a simple story
    anymore where young players automatically keep spending more every year.

    Then there's the industry itself, which hasn't exactly been radiating
    stability. GDC's 2026 State of the Game Industry says 28% of surveyed
    professionals were laid off in the past two years, and half said their
    current or most recent employer had conducted layoffs in the past 12
    months. That doesn't directly tell us what consumers will do next, but
    it does help explain why some players seem less willing to treat every
    major release like a must-buy event.

    The safest takeaway is pretty straightforward. Public evidence
    supports the idea that many young adults are spending less on games,
    thinking harder about the time they put into them, and making more
    room for other priorities. Young adults aren’t leaving gaming for
    good. What the data can support, and support well, is that gaming no
    longer gets an automatic pass from a generation dealing with tighter
    money, busier lives, and plenty of other ways to spend a night.

    Usually I command total respect in the other newsgroups. But this guy decided to post exactly the same article as me to make it clear that he doesn't read what I write. Most of these guys have been willfully
    ignoring me for months. They're like % and his back scene emails telling everybody to ignore me. However, it's reached new heights with this guy,
    who posts exactly the same thing I just did. I thought you could use a
    few lessons on disrespect, Brennus. This is the beginning of my Master
    Class which I will present to you, my greatest student. I'd like you to
    meet Zaghadka here, who is the Great Leader in c.s.i.p.g.action behind
    the Great Disrespect, as they call it in email.

    What did I do to deserve such awful treatment?

    I had a sex sandwich with Zaghadka's wife.

    Wait that's not the right punchline--

    The line "You had a sex sandwich with his wife and his sister the night
    he was sent here" appears in the screenplay for the 1997 film Face/Off, written by Mike Werb and Michael Colleary. It is spoken to the character Castor Troy (played by Nicolas Cage) in reference to his actions,
    highlighting his chaotic and provocative nature early in the film.
    Contextual Details:
    Scene: The dialogue occurs in the prison context.
    Significance: It serves to illustrate the extreme personal offense
    Castor Troy caused Sean Archer (John Travolta) before the face-swapping
    plot begins.
    The script is known for its intense, often over-the-top dialogue, which
    this line exemplifies.

    ^^^^^^^ Look at AI hallucinate. It was to illustrate the extreme
    personal offense Castor Troy caused Dubov, a fellow inmate in the prison.

    If I play my cards right, I'll have Brennus hallucinating just like this.
    --
    Pharaoh was so pleased with Hadad that he gave him a
    sister of his own wife, Queen Tahpenes, in marriage.
    The sister of Tahpenes bore him a son named Genubath,
    whom Tahpenes brought up in the royal palace. There
    Genubath lived with Pharaoh’s own children.
    --- Synchronet 3.21f-Linux NewsLink 1.2
  • From pursent100@[email protected] to alt.slack,comp.sys.ibm.pc.games.action on Wed Apr 22 21:39:49 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    phoenix wrote:
    Dimensional Traveler wrote:
    https://www.msn.com/en-us/money/other/millions-of-young-adults-are-walking-away-from-gaming-and-here-s-why/ar-AA21pUSB?ocid=entnewsntp&pc=U531&cvid=69e934e79d674dccbb40aaf9e8bb2eb0&ei=56


    We know this sounds dramatic. What do you mean, swaths of young adults
    are quitting gaming altogether? We promise, this isn’t as dramatic as
    it sounds. While younger adults are pulling back on certain types of
    gaming, there’s still a massive group of people still wired in. In
    fact, over 205 million Americans aged five to 90 play video games
    regularly, with 60% of adults playing every single week.

    So what’s happening with the young adults? Well, it comes down to
    money. U.S consumers aged 18 to 24 spend 25% less money on video game
    products in April 2025 than they did the previous year. What this
    tells us isn’t that it’s about the quality of the games, it’s more so >> that games aren’t the epicentre of how young folks like to spend their
    time.

    The Budget Pressure

    The clearest evidence starts with spending. In that same Circana
    snapshot covered by GameSpot, overall spending by 18-to-24-year-olds
    was down about 13% year over year, but games took a harder hit than
    several other tracked categories. That makes sense, really. Between
    the price of games, consoles, and membership subscriptions, it’s
    difficult to justify the expense if it’s not your favorite way to pass
    the time.

    The bigger economic backdrop doesn't exactly make leisure spending
    feel carefree, either. The Bureau of Labor Statistics said the
    unemployment rate for Americans ages 16 to 24 was 10.8 percent in July
    2025, and the employment-population ratio for that group was 53.1
    percent, down from 54.5 percent a year earlier. For people just
    getting started at work, or trying to hang onto unstable early-career
    jobs, that kind of picture can make every nonessential purchase feel a
    little heavier.

    Debt pressure adds another layer. The U.S. Department of Education
    said collections on defaulted federal student loans resumed on May 5,
    2025, ending a long pause, and a St. Louis Fed analysis found that the
    share of Americans ages 20 to 64 who were 30 days delinquent on credit
    card payments reached 12.1 percent in the first quarter of 2025. Those
    aren't youth-only figures, and they don't tell us why any one person
    skipped a new release. They do, though, fit the broader mood: leisure
    spending is much more stressful than it was a few years ago.

    Gaming Isn’t For Everyone

    Time matters almost as much as money here, maybe more for some people.
    ESA's 2025 numbers show that gaming isn’t a youth-specific habit, with
    half of American players now 35 or older. The old image of young
    adulthood as endless free evenings for grinding levels, chasing
    unlocks, and sinking hours into whatever everyone else was playing
    just doesn't fit as neatly anymore.

    Public opinion helps fill in what market data can't fully capture. In
    online discussions about quitting or cutting back on games, people
    keep circling back to the same themes: work, rising costs, less free
    time, and the feeling that gaming had become a mindless default
    instead of something they were actively choosing.

    What comes through in those conversations isn't outrage, exactly. It's
    more like a recalculation. A hobby can be fun and still lose ground
    once people start lining it up against sleep, exercise, side income,
    relationships, or even an evening that doesn't leave them feeling
    glued to another screen. Read that way, the pullback looks less like
    some anti-gaming crusade and more like a very normal adult reshuffling
    of priorities.

    Other Digital Habits

    That said, another part of this is that young adults aren't
    necessarily logging off. They're just spreading their attention around
    differently. Sensor Tower's State of Mobile Gaming 2025 report says
    mobile game in-app purchase revenue grew 4% in 2024, while time spent
    rose 8% and sessions increased 12%. So quick, low-friction play is
    still doing just fine, even while premium gaming purchases drop.

    The wider market tells a similar story. Newzoo's Global Games Market
    Report 2025 projects $188.8 billion in game revenues and 3.6 billion
    players worldwide, while also noting that console is the
    fastest-growing platform, while mobile growth is slowing in mature
    markets. What this tells us is that the gaming industry is by no means
    going under. Gaming is still enormous. It's just not a simple story
    anymore where young players automatically keep spending more every year.

    Then there's the industry itself, which hasn't exactly been radiating
    stability. GDC's 2026 State of the Game Industry says 28% of surveyed
    professionals were laid off in the past two years, and half said their
    current or most recent employer had conducted layoffs in the past 12
    months. That doesn't directly tell us what consumers will do next, but
    it does help explain why some players seem less willing to treat every
    major release like a must-buy event.

    The safest takeaway is pretty straightforward. Public evidence
    supports the idea that many young adults are spending less on games,
    thinking harder about the time they put into them, and making more
    room for other priorities. Young adults aren’t leaving gaming for
    good. What the data can support, and support well, is that gaming no
    longer gets an automatic pass from a generation dealing with tighter
    money, busier lives, and plenty of other ways to spend a night.

    Usually I command total respect in the other newsgroups. But this guy decided to post exactly the same article as me to make it clear that he doesn't read what I write. Most of these guys have been willfully
    ignoring me for months. They're like % and his back scene emails telling everybody to ignore me. However, it's reached new heights with this guy,
    who posts exactly the same thing I just did. I thought you could use a
    few lessons on disrespect, Brennus. This is the beginning of my Master
    Class which I will present to you, my greatest student. I'd like you to
    meet Zaghadka here, who is the Great Leader in c.s.i.p.g.action behind
    the Great Disrespect, as they call it in email.

    What did I do to deserve such awful treatment?

    I had a sex sandwich with Zaghadka's wife.

    Wait that's not the right punchline--

    appy nappy
    --- Synchronet 3.21f-Linux NewsLink 1.2
  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Thu Apr 23 11:57:16 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Wed, 22 Apr 2026 17:26:22 -0700, Dimensional Traveler
    <[email protected]> said this thing:

    https://www.msn.com/en-us/money/other/millions-of-young-adults-are-walking-away-from-gaming-and-here-s-why/ar-AA21pUSB?ocid=entnewsntp&pc=U531&cvid=69e934e79d674dccbb40aaf9e8bb2eb0&ei=56

    We know this sounds dramatic. What do you mean, swaths of young adults
    are quitting gaming altogether? We promise, this isn�t as dramatic as it >sounds. While younger adults are pulling back on certain types of
    gaming, there�s still a massive group of people still wired in. In fact, >over 205 million Americans aged five to 90 play video games regularly,
    with 60% of adults playing every single week.

    So what�s happening with the young adults? Well, it comes down to money.
    U.S consumers aged 18 to 24 spend 25% less money on video game products
    in April 2025 than they did the previous year. What this tells us isn�t
    that it�s about the quality of the games, it�s more so that games aren�t
    the epicentre of how young folks like to spend their time.

    I'm not sure that younger gamers are actually playing that much less.
    AS the article itself says, the major evidence for this is that the
    younger set is BUYING less; that they've spent 25% less money this
    year than last. But buying =/= playing. You can, after all, still play
    year-old games. And there are a lot more options for free games every
    day. Plus, the younger set stick with the same games longer than do
    their elders, as these games are seen as much as social settings as
    they are gaming experiences. Add all that to rising prices and I think
    its quite easy to get the impression that games have become less
    important to the youngsters.

    Which, again, the article acknowledges. The kids aren't playing less;
    they're playing different. Mobile purchases are, in fact, up year over
    year, and its mostly the kids who are buying. Which isn't surprising
    given how often kids have their faces glued to their phones. They
    might not be buying as many PC/console games but that doesn't mean
    they aren't still playing video-games; it just means they aren't
    limiting themselves to just those platforms. And they are STILL
    playing consoles and PCs.

    Kids aren't walking away from video gaming. They're playing as much or
    more. They're just playing differently than how their elders play.
    Which is cool.

    --- Synchronet 3.21f-Linux NewsLink 1.2