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"contents": "<span style=\"font-weight: 400;\">A quick disclaimer: I don’t play games. Well, not any longer. </span>\r\n\r\n<span style=\"font-weight: 400;\">I wish I could say I gave them up for a nobler reason than I was about to flunk French and philosophy at varsity because Wolfenstein, Warcraft and Sim City — and not sex, drugs and clubbing — were keeping me up all night (and out of lectures). </span>\r\n\r\n<span style=\"font-weight: 400;\">Turns out, not perpetually playing games paid off. I not only pulled up my marks but passed that year, had some fun, and the university refunded my academic fees. The parentals were happy. Halcyon days.</span>\r\n\r\n<span style=\"font-weight: 400;\">Now, I’m just the designated buzzkill in the house: I police my own child’s screen time, curb her Robux expenditure, and screech “game over” like a harpy before it starts to work on my nerves.</span>\r\n\r\n<span style=\"font-weight: 400;\">Why do I do this? Well, like most parents, I’m particularly concerned about too much screen time, and lump gaming into the equation because, well, they both just seem to suck you in. And that cannot be a good thing.</span>\r\n\r\n<span style=\"font-weight: 400;\">Children’s exposure to screen time has certainly erupted. </span>\r\n\r\n<span style=\"font-weight: 400;\">A </span><a href=\"https://gem-report-2023.unesco.org/technology-in-education/\"><span style=\"font-weight: 400;\">2023 global education monitoring report for Unesco</span></a><span style=\"font-weight: 400;\"> warns that excessive screen time can </span><a href=\"https://www.auckland.ac.nz/en/news/2024/04/15/Excessive-screen-time-bad-for-kids.html\"><span style=\"font-weight: 400;\">negatively affect</span></a><span style=\"font-weight: 400;\"> self-control, social development, physical health and emotional stability. Others warn that screen time disrupts sleep, brain development and language acquisition. </span>\r\n\r\n<span style=\"font-weight: 400;\">While screens offer some educational, social and other benefits — through access to information, improving visual intelligence, enhancing teamwork and creativity, preparing them for future learning and so forth — too much can result in</span><a href=\"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10353947/\"><span style=\"font-weight: 400;\"> poorer academic performance</span></a><span style=\"font-weight: 400;\">, reduced social interaction and increased mental health issues. </span>\r\n\r\n<span style=\"font-weight: 400;\">Like most things in life, it’s about balance and quality: it’s also up to parents to be the parents by setting boundaries, encouraging outdoor play and modelling responsible screen use.</span>\r\n\r\n<span style=\"font-weight: 400;\">The question is, how bad is gaming? And should we be worried that our kids will become addicted to Fortnite, Minecraft, Roblox or Grand Theft Auto? Well, it depends.</span>\r\n\r\n<span style=\"font-weight: 400;\">The American Psychiatric Association’s </span><a href=\"https://www.psychiatry.org/patients-families/internet-gaming\"><span style=\"font-weight: 400;\">Diagnostic and Statistical Manual of Mental Disorders</span></a><span style=\"font-weight: 400;\"> (DSM-5-TR), which is used by psychologists and psychiatrists to diagnose mental disorders, identifies a condition known as Internet Gaming Disorder, which, to be diagnosed, must cause “significant impairment or distress” in several aspects of a person’s life before a diagnosis can be made. It recommends more research.</span>\r\n\r\n<span style=\"font-weight: 400;\">Across the Atlantic, where mental health professionals are not as given to over-diagnosing and pathologising otherwise normal conditions (a long-standing </span><a href=\"https://link.springer.com/chapter/10.1007/978-3-319-24094-7_22#:~:text=The%20critique%20of%20the%20DSM,and%20of%20pathologizing%20normal%20conditions.\"><span style=\"font-weight: 400;\">criticism of the DSM</span></a><span style=\"font-weight: 400;\">), European mental health professionals look to the World Health Organization’s </span><a href=\"https://www.who.int/standards/classifications/frequently-asked-questions/gaming-disorder\"><span style=\"font-weight: 400;\">International Classification of Diseases</span></a><span style=\"font-weight: 400;\">. This defines gaming disorder as “impaired control over gaming, increasing priority given to gaming over other activities to the extent that gaming takes precedence over other interests and daily activities, and continuation or escalation of gaming despite the occurrence of negative consequences”.</span>\r\n\r\n<span style=\"font-weight: 400;\">Both the DSM and ICD agree that gaming addiction is rare, affecting just a small percentage of people, but both say it requires further study.</span>\r\n<h4><strong>Lucrative</strong></h4>\r\n<span style=\"font-weight: 400;\">So if gaming is not as bad as it seems, what is it good for? If anything, it’s pretty lucrative (and expensive). Just ask the average American gaming household, where a total of </span><a href=\"https://www.fool.com/the-ascent/research/video-game-spending-statistics/\"><span style=\"font-weight: 400;\">$56.6-billion</span></a><span style=\"font-weight: 400;\"> was spent on video games (including consoles, games and accessories) in 2022. Given that there are 131.2 million households in the US, that averages $431 per family.</span>\r\n\r\n<span style=\"font-weight: 400;\">In 2023, American gamers blew over </span><a href=\"https://www.theesa.com/u-s-consumer-video-game-spending-totaled-57-2-billion-in-2023/?utm_source=chartr&utm_medium=email&utm_campaign=chartr_20240717\"><span style=\"font-weight: 400;\">$57-billion on video games </span></a><span style=\"font-weight: 400;\">(including physical and digital game sales, in-game purchases, subscriptions, hardware and accessories across various platforms like consoles, PCs and mobile devices) which is roughly what was spent at the US box office over the past seven years. </span>\r\n\r\n<span style=\"font-weight: 400;\">By 2027, the global gaming industry is </span><a href=\"https://whatsthebigdata.com/number-of-gamers/\"><span style=\"font-weight: 400;\">expected to reach $522-billion</span></a><span style=\"font-weight: 400;\">. Traffic analytics site, Whatsthebigdata.com, says by the end of 2024, the number of gamers worldwide is predicted to reach 3.320 billion.</span>\r\n\r\n<span style=\"font-weight: 400;\">As a form of entertainment, the gaming industry has outpaced traditional entertainment sectors, earning over six times more than the film industry in the US, surpassing the combined revenue of the music and film industries.</span>\r\n\r\n<span style=\"font-weight: 400;\">Outshining even Hollywood is not so nuts if you consider that the trailer for Grand Theft Auto VI — the best-selling console/PC-only game of all time — hit 200 million views on YouTube back in March, and fans still have to wait until the Northern Hemisphere’s autumn for its release. Talk about building excitement.</span>\r\n\r\n<span style=\"font-weight: 400;\">The 90-second glimpse into Grand Theft Auto VI, released seven months ago, has now eclipsed even the most-watched trailers for the Barbenheimer films: </span><i><span style=\"font-weight: 400;\">Barbie</span></i><span style=\"font-weight: 400;\"> racked up only 85 million views on YouTube, with </span><i><span style=\"font-weight: 400;\">Oppenheimer</span></i><span style=\"font-weight: 400;\"> lagging at 71 million views.</span>\r\n\r\n<span style=\"font-weight: 400;\">Asia has the highest number of gamers (1.48 billion) followed by Europe with 715 million — 66% of whom play video games for relaxation. </span>\r\n\r\n<span style=\"font-weight: 400;\">Those who don’t, play it for money, fun and community.</span>\r\n\r\n<span style=\"font-weight: 400;\">As streaming platforms have transformed the gaming landscape, YouTube and Twitch have helped gamers build direct connections with their audiences and levelled the playing field so much that anyone with an internet connection can create content, cultivate a fanbase or become a gaming influencer.</span>\r\n\r\n<span style=\"font-weight: 400;\">Beyond the games themselves, the broader gaming ecosystem includes streaming, video content and online communities. Social media platforms have become essential for gamers to connect with content creators and watch reviews, walkthroughs and live streams. The industry’s shift towards digital events has further expanded the gaming audience, making it a truly global phenomenon. </span>\r\n\r\n<span style=\"font-weight: 400;\">And then there’s esports, which might not seem like a sport — given that gaming’s pretty sedentary — but it’s a sport nonetheless. </span>\r\n\r\n<span style=\"font-weight: 400;\">In 2021, </span><a href=\"https://www.redbull.com/za-en/beast-fifae-world-cup-announcement\"><span style=\"font-weight: 400;\">Goliath Gaming player Julio “Beast” Bianchi</span></a><span style=\"font-weight: 400;\"> made history, becoming the first South African player, and first African participant, to qualify for the FIFAe World Cup, which offered half a million dollars in prizes.</span>\r\n\r\n<span style=\"font-weight: 400;\">To date, South Africa’s 791 esports players have won a total of </span><a href=\"https://www.esportsearnings.com/countries/za\"><span style=\"font-weight: 400;\">$2,006,298</span></a><span style=\"font-weight: 400;\"> in prize money across 527 tournaments. </span>\r\n\r\n<span style=\"font-weight: 400;\">The top player has earned $217,851.</span>\r\n\r\n<span style=\"font-weight: 400;\">So, the next time you feel tempted to shut it all down, ask what that could do for your sprog’s future.</span>\r\n\r\n<span style=\"font-weight: 400;\">Happy investing, </span>\r\n\r\nGeorgina.\r\n\r\n<b>DM</b>\r\n\r\n<iframe title=\"Electricity prices through the roof\" width=\"100%\" height=\"324\" frameborder=\"0\" marginwidth=\"0\" marginheight=\"0\" data-tally-src=\"https://tally.so/embed/nW0NXJ?hideTitle=1&dynamicHeight=1\"></iframe><script>var d=document,w=\"https://tally.so/widgets/embed.js\",v=function(){\"undefined\"!=typeof Tally?Tally.loadEmbeds():d.querySelectorAll(\"iframe[data-tally-src]:not([src])\").forEach((function(e){e.src=e.dataset.tallySrc}))};if(\"undefined\"!=typeof Tally)v();else if(d.querySelector('script[src=\"'+w+'\"]')==null){var s=d.createElement(\"script\");s.src=w,s.onload=v,s.onerror=v,d.body.appendChild(s);}</script>",
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