Limelight Gamer Survey Claims We're Dirty, Sleepy, & Want To Go Pro
By Alex McCumbers ·
A study shared by Limelight Networks has some interesting results that are worth looking into when examining player behavior and needs, including lifestyle issues, video game career dreams, and more.

In the game industry, hard data can be difficult to come by. Unlike films or music, which regularly shares tons of information about a product and the results of it being released, video game data is often dispersed sparingly and in a more general sense. Headlines come in when companies are particularly proud of a sales milestone, but there isn’t really a database where this stuff is tracked, at least not one that’s super accurate across the board. Studies about gaming and its effects are even harder to come by, as the medium is still in a relevant state of infancy when compared to literature, visual arts, music, or film. Games just are not taken as seriously, even though things have been looking up in the last ten years or so. Trying to discern player behavior, either at a personal level or for use as a developer is an ongoing challenge.
Interestingly enough, content delivery company Limelight Networks recently sent out the results of a survey called “The State of Online Gaming - 2018” which may have some information worth looking into. Here at Twin Galaxies, competitive gaming is celebrated and studied. In the modern era, a lot of video game competition is done over an online connection, so the numbers might have some insight into gaming habits and the perception of competitive play.
To get this data, Limelight Networks used a survey fielded by a third-party company with access to consumer panels in France, Germany, Japan, South Korea, the United Kingdom, and the United States. Five hundred responses were collected from each country, equalling three thousand responses. Survey takers were 18-years-old or above. This data was then collected in mid-January. We’ll be mostly focusing on U.S. results.
Let’s break down some numbers. First taking a look at gaming habits, where players were asked if they have skipped other things to keep playing.
While the average gamer plays for about 6 hours each week, this group of consumers is dedicated -- skipping out on daily activities to keep playing.
64% of U.S. gamers have missed sleep to keep playing
41% of U.S. gamers have skipped a meal to keep playing
More than a quarter (27%) of U.S. gamers have even skipped a shower
While only 6% of U.S. gamers have missed work to keep playing, nearly 40% have admitted to playing video games at work
This is something that could differ from player to player, with the crux being the type of game they are playing. For example, many online games like League of Legends or DOTA 2 have longer match times. This can put the player in a bit of a spot when things like a restroom break or a call for lunch come into play. There are also usually penalties in online games for leaving early or sitting too long in an idle state. Not only that, but playing well is incentivised through a lot of the game’s systems and there are social pressure that can be a factor as well, especially on really competitive team-based games.
However, when it comes to single-player games or games with a pause feature, that pressure to keep playing can be quickly averted. This is why it could be beneficial for developers to input a way to explain why they may have dropped out of an online game, even if it’s as simple as a trust system for the first drop out. That alone could be excellent for MOBA games, even though it would be a harder sell for ranked matches.
In regards to really high levels of play, we were pointed to this particulaly interesting set of data regarding esports and professional gaming.
A good chunk of U.S. gamers want to go pro -- with more than a third (35%) saying they would quit their job and become a professional gamer if they could support themselves by doing so. Drilling into the young millennial male generation (ages 18-25), 50% said they’d go pro.
It was recently explained by Austin Hourigan in a recent episode of THE SCIENCE that the main difference between an average player and an esports player is the amount of sheer practice hours put into a particular game. Reaction times on these players are insanely high in their respective games, which can sometimes be carried over into other games, but truly these high level players are so good because of the time put into it.
So, for the most part, standing between normal players and being in an arena battling it out with the best in front of millions of viewers is dedication of time. That said, smaller esports competition like collegiate teams or local chapters are great ways for regular folk to get a taste of that life. Some of those events even offer cash prizes or scholarships, so feasibly one could quit their job to become an esports player and still make a living or get through school on a reward for competing, but that depends on the area.
Of course, being that great of a player does have a romanticism about it, so this data point makes sense.
Although, these days even the best esports players make more funds through other projects like streaming on Twitch or through sponsorships than they would in a competition. If the past decade or so has taught us anything, a living can be made by being a gamer. Yet, it’s still a hard career path to recommend, but many an artist or musician have started fulfilling, successful careers in the face of adversity.
At the end of the day, do what fulfills you. Just be sure to take care of basic needs.
Once again, because of online gaming, players can connect with feasibly any level of player in a match. Another data point brought to our attention involved that internet connection and the importance of things running smoothly for players.
Nearly half (47%) of U.S. gamers would not continue to play games or do business with a gaming site that has previously experienced a security breach
Worldwide, female gamers are more concerned about security, with 61% noting they will not continue to do business with a gaming site that has suffered a security breach compared to 53% of male gamers
Globally, gamers noted fast performance (ex. quick loading) as their top concern for video games
More than three quarters (77%) of worldwide gamers have reported frustrations with downloading video games
This is why developers really should focus enough resources and energy into the infrastructure and online networks of their games. Testing periods like Open Beta programs are great for this on just about any level of scope for online games. Server stress tests are common and can be a great analytical tool for developers, as well as a good marketing tool. Monster Hunter World and Call of Duty World War II are both recent examples of this approach setting both games up for better success when launch day came.
When games don’t work, whether that be through a server error or whatever, players will usually vent out that frustration online. This is why there are whole websites dedicated to testing websites or servers to see if the issue is the user’s connection or something to do with where the content is hosted.
With online connected games that rely on that connection to even access the game at a basic level, that connection stability becomes that much more important and that much larger of a facet to the player.
While a lot of this data is geared mostly towards those looking to better tailor to their respective markets (publishers, marketing teams, developers, and such), the survey can lead to some interesting thoughts and reflections.
Gaming habits are something to be aware of. Ignoring basic needs is something that could have harsh consequences. Lashing out at a server error or trusting a company with sensitive information are all a part of being a player. Players need to be aware of all facets of the hobby to maintain a healthy balance of play.
Truly, the game industry does need to continue doing research and keeping track of that data in a way that is accessible. This will help the industry grow and be aware of trends that could affect later developments. Hopefully, even more studies along these lines will be done in the future with larger sample sizes or younger age groups.
Also using software that provides extremely accurate reflections of gaming habits, rather than relying on a user to answer a question is another way that video game behavior can be studied. These sorts of applications are also useful for users that might change a habit after seeing the hard numbers of the time spent on a particular game.
In conclusion, the more data on video games we can acquire the better for creators, players, and researchers alike.
The conversation doesn't end here. On Game Talk Live, panelists discuss the latest issues and topics in gaming on a regular basis, such as in the recent episode discussing whether Smash Bros arriving on Nintendo Switch will disrupt its professional scene.