The figures are compelling: 48% of people under the age of 42 spend more time socializing online than face to face, off-screen. It is the result of a survey carried out by Deloitte and published this month.

The study is titled digital media trends, and it further suggests that traditional TV shows and movies are slowly declining in the face of new forms of entertainment.

The survey was conducted with 2,020 users in the United States, in November 2022. It is the 17th edition carried out by Deloitte’s Department of Technology, Media and Telecommunications.

Online experiences increase

According to the study, one-third (32%) of consumers see online experiences as meaningful substitutes for in-person interactions. The key: that proportion increases to 48% when the focus It is in Generation Z (born between 1997-2009) and Millennials (1983-1996).

40% of respondents socialize more in video games than offline.

It’s just going to the numbers and verifying what we see every day: personal interaction, face to face, without a screen in between, decreases with the passage of time.

And not only because we come from a pandemic where the general rule was to isolate, but the departures have decreased and more and more online options for interaction.

Steven Vaughan-Nichols, editor de ZDNet, explains that “those born after 1981, the usual dividing line between Generation X and Millennials, are much more inclined to live their lives online.”

“For example, more than a third of Gen Z and Millennial gamers feel better about themselves when they play. The younger cohort has grown up with smartphones and always connected to the Internet”, emphasizes the editor.

The Value of User Generated Content, According to Digital Media Survey

Another novelty published by the Deloitte survey is that the younger generations are turning more and more to the User Generated Content (UGC), which relies on unpaid contributors, rather than traditional media professionals, and video games.

The objective: find satisfaction, value and personal meaning.

Social media content creator

Thus, video games, music and social network content disseminated by non-professionals It is every day better valued by the younger generations.

It is not the same for the group to read a book by an academic or see the report of an expert than enjoying the experience of an influencer on TikTok or Instagram, for going to both extremes.

“Video games and User Generated Content can offer more interaction, socialization and utility,” says Jana Arbanas, vice president of Deloitte. “His popularity among the younger generations could potentially transform the media and entertainment industry.”

If you want to know more about the results of the Digital Media Trends survey, carried out by Deloitte, you can enter In the following link.

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