It may suggest some internal polarization. There's a lot of young people who can more or less get by being a pseudo hermit between gaming, remote work, and necessities. But the ones who can't suffer greatly on a mental level. I wonder if breaking down games by genre or format would reveal anything?
Regardless, it did also say the primary factors overall have to do with economic, social, and community strength. It's no real secret by now thst Gen Z has had all the structures of yester-decade pulled up from under them. Job market is stonewalled for graduates, third places are dead or near-dead for community building, and social media further ruined a lot of incentive to meet locals in a physical setting.
Young people who still go to school, including college, are in a company of peers massive amount of their time.
As for school, keep in mind the rage of Gen Z these days goes from high school to nearly 30 years old (many people cutoff at 1997-2010). The midpoint of this generation is just starting to get out of school these days and "enter" the workforce. To a rude awakening that nothing is in fact working.
The way boys used to go out and play soccer or basketball where they mixed socialization and sports they do the same with games.
So consequently on can not just see them play games more and assume they are lonely more.
>So consequently on can not just see them play games more and assume they are lonely more.
Well that was an interesting part. Boys are spending more time playing games . Bit boys didn't report feeling more lonely than girls.
But also, no government really wants to admit it's a recession until they can no longer deny that even their fake numbers (GDP, "unemployment") are falling.