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After the Bell: Be a sport – gaming’s more than fun and games

After the Bell: Be a sport – gaming’s more than fun and games
As a form of entertainment, the gaming industry has outpaced traditional entertainment sectors, earning above six times more than the film industry in the US, surpassing the combined revenue of the music and film industries.

A quick disclaimer: I don’t play games. Well, not any longer. 

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). 

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.

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.

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.

Children’s exposure to screen time has certainly erupted. 

A 2023 global education monitoring report for Unesco warns that excessive screen time can negatively affect self-control, social development, physical health and emotional stability. Others warn that screen time disrupts sleep, brain development and language acquisition. 

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 poorer academic performance, reduced social interaction and increased mental health issues. 

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.

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.

The American Psychiatric Association’s Diagnostic and Statistical Manual of Mental Disorders (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.

Across the Atlantic, where mental health professionals are not as given to over-diagnosing and pathologising otherwise normal conditions (a long-standing criticism of the DSM), European mental health professionals look to the World Health Organization’s International Classification of Diseases. 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”.

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.

Lucrative


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 $56.6-billion 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.

In 2023, American gamers blew over $57-billion on video games (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. 

By 2027, the global gaming industry is expected to reach $522-billion. Traffic analytics site, Whatsthebigdata.com, says by the end of 2024, the number of gamers worldwide is predicted to reach 3.320 billion.

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.

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.

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: Barbie racked up only 85 million views on YouTube, with Oppenheimer lagging at 71 million views.

Asia has the highest number of gamers (1.48 billion) followed by Europe with 715 million — 66% of whom play video games for relaxation. 

Those who don’t, play it for money, fun and community.

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.

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. 

And then there’s esports, which might not seem like a sport — given that gaming’s pretty sedentary — but it’s a sport nonetheless. 

In 2021, Goliath Gaming player Julio “Beast” Bianchi 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.

To date, South Africa’s 791 esports players have won a total of $2,006,298 in prize money across 527 tournaments. 

The top player has earned $217,851.

So, the next time you feel tempted to shut it all down, ask what that could do for your sprog’s future.

Happy investing,

Georgina.

DM