B Evidence Grade B Graded accuracy verified by the review judge Safe to Cite Recent

37.5%

37.5% -- share of players feeling anxious when unable to play for Mobile gacha game players in China (Generation Z) (2025)

2025  · Shuran Xi

37.5% of Generation Z mobile gacha game players in China report feeling anxious or lost when they are unable to play.

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Attribution: Shuran Xi View source
Lighthouse Research Team
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Source verified Evidence graded
Value
37.5%
Unit
Percentage
Data Vintage
2025
Entity
Mobile gacha game players in China (Generation Z)
B
Strong, reliable evidence

Sourced from a well-regarded research firm or industry leader with transparent methodology and a reasonably large sample.

61/100 confidence

Single source - not yet corroborated

Extraction
75
Source Trust
60
Citation Chain
20
Independence
30
Methodology
45
Freshness
95
Shuran Xi Primary Tier B
https://trafficon.com.au/night-out-with-the-lads-love-deepspace-and-the-cure-for-loneliness/ ↗
Confidence: 53/100 Vintage: 2025 Channel: Deep Crawl
Source Article
Night Out With the LADS: Love, Deepspace, and the Cure For Loneliness - TRAFFICON
In the age of AI, we are inundated every day with new stories of growing emotional attachment to artificial forms of companionship. From the wave of heartbreak that came from OpenAI’s shift to GPT-5.0 causing many to lose the personalities of their virtual companions, to the rise of VTuber influence…
Original Research
Shuran Xi · Original study ↗

From study 'The Impact of Mobile Gacha Games on Generation Z Users in China' by Shuran Xi

Methodology documented
Industrymarketing
Plain Text
Mobile gacha game players in China (Generation Z): 37.5% share of players feeling anxious when unable to play. Source: Shuran Xi (2025). Via Lighthouse Intelligence -- https://lighthousedata.io/data/gacha-players-anxious-unable-to-play
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<blockquote cite="https://lighthousedata.io/data/gacha-players-anxious-unable-to-play" style="border-left:3px solid #2563eb;padding:12px 16px;margin:16px 0;font-family:system-ui,sans-serif;background:#f0f4ff;"><strong>37.5%</strong> -- share of players feeling anxious when unable to play for Mobile gacha game players in China (Generation Z)<br><small>Source: Shuran Xi (2025) · <a href="https://lighthousedata.io/data/gacha-players-anxious-unable-to-play" target="_blank" rel="noopener">Lighthouse Intelligence</a></small></blockquote>
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