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  • The iconic image of gamer is a teen in his bedroom.

    However, new research has found that in fact, it’s far more likely
    to be their parents, or even grandparents, blowing up aliens or solving puzzles.

    Researchers found the average US gamers is in fact now aged 43, married with children, and taking home $36k a year – while the over-70s are the group most likely to have
    more than ten downloaded to their phone. 

    Scroll down for video 

    Researchers found the average US gamers is in fact aged 43 and married with children, while
    the over-70s are the group most likely to have
    more than ten downloaded to their phone.

    GAMING IN FIGURES 

    Texting (78 per cent), calls (67 per cent) and taking photos (32 per cent) emerged as the top
    uses for cells, but playing games (30 per
    cent) beat social media (27 per cent), email (23 per cent) and listening to music (13
    per cent).

    Most people (34 per cent) play seven days a week, with puzzle-solving the most
    popular genre, followed by action, social, quiz and sports.

    The bedroom is the most popular location for mobile gaming (68
    per cent), ahead of the bathroom (53 per cent) and the workplace (39 per
    cent). 

    The poll of 1,000 US mobile gamers by GuruArcade.com also found what phones are being used for.

    Texting (78 per cent), calls (67 per cent) and taking photos (32 per cent) emerged as the top uses for cells, but playing games (30
    per cent) beat social media (27 per cent), email (23 per cent) and listening
    to music (13 per cent).

    Most people (34 per cent) played seven days a week.

    The most popular games were puzzle-solving followed by action, social, quiz
    and sports.

    The bedroom is the most popular location for mobile gaming (68 per cent), ahead of the bathroom (53 per cent) and the workplace (39 per cent).

    Three in ten have played in a restaurant, one in five admitted to gaming
    while dining with the family or on the commute to work, and one in ten has switched their attention from the big screen to their cell
    screen at a movie theater.

    The average player has four games on their mobile phone and will spend a little over a half an hour a day,
    four days a week, trying to improve their highest score on their favorite gaming app.

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    One in seven spends over ten hours each week with their eyes glued to
    their phones playing a game.

    It also emerged that casual gamers typically download
    two new gaming apps on their device each month.

    Sam Cross of Guru Arcade, makers of mobile game Pop Rocket Rescue,
    said: ‘You can play a mobile game anytime,
    anywhere, since smartphones are so portable.

    Forty-one percent of people have played a mobile game
    for up to three hours in one sitting.

    TEN BIGGEST SELLING GAMES 

    1. Candy Crush Saga

    2. Angry Birds

    3. Words with Friends

    4. Clash of Clans

    5. Plants vs. Zombies

    6. The Walking Dead

    7. Fruit Ninja

    8. Real Racing 2

    9. Where’s My Water

    10. Draw Something 

    ‘Mobile games are designed to be played in small chunks of time, while waiting or taking a break.
    It’s bite-sized fun.’

    The average person is most likely to play a mobile game between 1pm
    and 2pm, although one in five plays ‘any
    time’ of the day and one in eight prefers to play between the hours of 9pm and midnight.

    Forty-one percent have played a mobile game for up to three
    hours in one sitting.

    Eighty-one percent can’t resist the fun these games
    provide and 42 percent play because it’s exercise for the brain –
    but their fun can sometimes mean ‘game over’ in a different sense.

    From getting fired from work, to arriving late or
    completely missing an event, 27 per cent confess that their mobile
    game playing has gotten them into trouble. 

    In the UK, an Ofcom study recently found 16 per cent of
    adults now exclusively use smartphones or tablets to go
    online, a 10 per cent increase on last year.

    AMERICA’S INTERNET ADDICTION 

    One-fifth of all Americans reported to being on the
    internet ‘almost constantly’, with young adults making up the largest percentage of this category.

    The majority of Americans – 73 per cent – indicated
    that they go online on a daily basis, and many go on several times per day.

    A Pew Research Center survey collected data from internet users between June and
    July 2015, and confirmed that Americans are constantly logging in.

    Young people are the most connected; the study found that 36 per cent of people ages 18 to 29 are
    online almost constantly, and 50 per cent go on several times per day.

    Teens and adults were found to share similar internet habits,
    with 24 percent of teenagers reporting almost constant use, and adults coming in at a similar figure.  

    The study also found half of adults (51 per cent) who use search engines do not
    realise the top items on many results pages are adverts or sponsored links. 

    The figures are from Ofcom’s Adults’ Media
    Use And Attitudes Report. 

    ‘This indicates these devices are not just supplementing PCs and laptops, but are starting to
    replace them,’ the regulator said.

    ‘There is a need for people to be more aware or
    savvy about the content they are accessing online’. 

     

     

     

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  • Bet365 uses a simple Yes/No questionnaire in seeking to identify problem gamblers – but campaigners warned that addicts can easily lie their way through it.

    Players who hit certain triggers, such as excessive lengths of time spent gambling, are called up and asked eight questions.

    They include: ‘Do you gamble to escape a boring or unhappy life?’, ‘Do you feel depressed or even suicidal because of your gambling?’, ‘Have you lost interest in your family, friends or hobbies because of your gambling?’ and ‘After losing do you feel you must try and win back your losses as soon as possible?’

    The Bet365 training officer said the minimum time-playing threshold used to be six out of seven days of playing for more than eight hours, but that the limit ‘changes all the time’. The biggest trigger is time spent playing, the Mail’s reporter was told during our investigation

    If punters reply yes to any of the questions, trainee staff were told their accounts are suspended. But if they say no, their accounts remain active and they are allowed to carry on playing.

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    The biggest trigger is time spent playing, the Mail’s reporter was told during our investigation.

    Pictured: One of Bet365’s live casino games available on their website. . A login account is required to play these games. If punters reply yes to any of the questions, trainee staff were told their accounts are suspended

    The Bet365 training officer said the minimum time-playing threshold used to be six out of seven days of playing for more than eight hours, but that the limit ‘changes all the time’. 

    Bet365’s Gibraltar headquarters is pictured above. The company uses a simple Yes/No questionnaire in seeking to identify problem gamblers – but campaigners warned that addicts can easily lie their way through it [File photo]

    Asked by the Mail’s reporter what measures were in place to prevent customers lying through the simple test, the trainer said: ‘There aren’t.’

    She then agreed with another trainee when she said: ‘We’ve done our job to check them.’

    Length of time spent playing is not the only trigger used to identify problem gamblers. 

    Other triggers include when a customer changes a deposit limit, when they return from self-exclusion, or when their account is suspended for any responsible gambling concern.

    Matt Zarb-Cousin, of the Campaign for Fairer Gambling, said: ‘It’s an inadequate test. Gambling addicts lie and they delude themselves, it’s all part of the problem. They could easily lie their way through the test. If a time-playing threshold is eight hours on six out of seven days then that is too high. People could spend half that time playing and still have a serious problem.’

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