The podcast covers topics such as game economies, Pikmin as a complex strategy game, mobile games and gamification incentives, blockchain resource management game development, limitations of averages in tracking consumption patterns, employee leisure activities, and trading and crafting in digital card games.
01:16:42
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Quick takeaways
The average 15 to 24 year old male now spends 1.82 hours per day playing video games, indicating a significant increase in game time.
Despite the increase in game time, watching TV remains the dominant leisure activity for both men and women across most age groups, with 2.5 to 4 hours per day spent on weekdays and weekends.
The podcast highlights the need for a methodological transformation in activity metrics to accurately measure and categorize different activities, as grouping vastly different activities together can lead to misleading conclusions and inaccurate data.
Deep dives
Increase in Game Time for Young Men
According to the American Time Use Survey, the average 15 to 24 year old male now spends 1.82 hours per day playing video games, a significant increase from previous years.
TV Dominates Leisure Time
Despite the increase in game time, watching TV remains the dominant leisure activity for both men and women across most age groups. Men and women spend about 2.5 to 4 hours per day watching TV on weekdays and weekends.
Potential Bias in Time Use Surveys
Due to the nature of survey data, there may be potential bias in the results. Factors such as respondent selection and self-categorization of activities could impact the accuracy of the reported data.
Room for Growth in Gaming
While game time has increased, there is still room for growth, as the average time spent playing games on weekdays is around 30 minutes for both men and women. This suggests that gaming has not yet surpassed TV as the dominant leisure activity.
The Need for Methodological Transformation in Activity Metrics
The podcast episode discusses the need for a methodological transformation in activity metrics to bring them into the 21st century. The speaker highlights the importance of accurately measuring and categorizing different activities, such as video games and physical games like horseshoes. They argue that grouping vastly different activities together can lead to misleading conclusions and inaccurate data. The speaker suggests that a more precise and updated approach is crucial for understanding how people spend their time in today's digital age.
Crafting Systems vs. Trading Systems in Card Games
The podcast delves into the topic of crafting systems versus trading systems in card games. The speaker explains that crafting systems, where players can use soft currency to create specific cards, tend to be more popular in digital card games. They provide a predictable and controlled pricing mechanism, allowing players to obtain desired cards and build their decks more easily. On the other hand, trading systems, where players can exchange cards with others, introduce marketplace dynamics and can lead to more diverse metas. The speaker emphasizes that choosing between these systems involves considering gameplay implications, monetization strategies, and the expectations of players in the evolving gaming landscape.
Chris wants to close the loop on game economies, while Eric compares Pikmin to Marx's Labor Theory of Value. Phil thinks Hawked is the next evolution of extraction shooter but doesn't understand why Indiana Jones needs to be involved. The American Time Use Survey is in, and... surprise, the crew plays Magic but can't decide to dust or auction cards.
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