c256 Empirisch Nicht priorisiert
46% of Americans say they play games less than they used to, with 76% of those still playing
Framing-Operationen
Macht sichtbar
Gaming frequency decline across general population
Macht unsichtbar
Reasons for decline or absolute gaming time
Naturalisiert
The assumption that reduced frequency is inherently negative
Abhaengigkeiten
Metadaten
- Epistemischer Status
- stated_as_fact
- Evidenztyp
- data_cited
- Evidenzqualitaet
- weak
- Themen
- consumer_behavior, demographics, genres