The ‘Gamers Get Girls Infographic' Shows That Dating Sites Ca
Harris Jay Rosenberg Alterman — March 26, 2012 — Tech
References: onlineuniversity.net & holykaw.alltop
The ‘Gamers Get Girls’ infographic gives some interesting information that argues gamers may in fact have more luck with women than those who use dating websites.
First of all, one of the biggest online dating sites, eHarmony, only has one million members compared to the 12 million that play World of Warcraft. The average age of a gamer is 16 years younger than someone who uses a dating website and while most spend 1.4 hours a month on a dating site, 34.6 hours are spent gaming. That’s a lot more people and a lot more time to find the right one.
According to the Gamers Get Girls Infographic, it’s time to ditch 'Match.com' and become a level 85 warlock in World of Warcraft if you want to get girls.
First of all, one of the biggest online dating sites, eHarmony, only has one million members compared to the 12 million that play World of Warcraft. The average age of a gamer is 16 years younger than someone who uses a dating website and while most spend 1.4 hours a month on a dating site, 34.6 hours are spent gaming. That’s a lot more people and a lot more time to find the right one.
According to the Gamers Get Girls Infographic, it’s time to ditch 'Match.com' and become a level 85 warlock in World of Warcraft if you want to get girls.
Trend Themes
1. Online Gaming - Exploring opportunities to create innovative online gaming platforms or experiences that cater to the interests of young adults and promote social connections.
2. Gamification of Dating - Developing dating apps or websites that incorporate gaming elements to attract younger audiences and make the dating experience more fun and engaging.
3. Virtual Relationships - Exploring the potential for creating virtual reality applications or platforms that facilitate meaningful relationships and connections between gamers.
Industry Implications
1. Online Dating - Reimagining the online dating industry by incorporating gaming elements and targeting the gaming community to attract a larger user base.
2. Gaming - Identifying opportunities to capitalize on the growing popularity of gaming and create platforms that foster social interactions and relationships among gamers.
3. Virtual Reality - Leveraging virtual reality technology to create immersive social spaces where gamers can form and maintain relationships in a virtual environment.
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