Industry By Kristian Wingfield-Bennett / March 3, 2017 A large percentage of young adults in higher education are forgoing nights out and socialising with their peers and instead spending their disposable income on gaming and tech, according to new research. www.Lottoland.co.uk (probably most well known for Chris Tarrant’s endorsement) have recently polled a total of 3,093 British students aged 18 to 23 years old, all of whom stated that they’re currently undertaking a degree at university, in a bid to uncover more on the spending habits of young Britons. All participants taking part had student loans, were living away from their hometowns for the first time in their lives, and residing in either student halls of residence or within shared accommodation with other students. All respondents were initially asked to estimate how much spare money/income they had each month, after taking into account their rent, bills, groceries and any other regular payments that they may have. The average amount emerged as £380, with more than half (52%) admitting that they worked part-time alongside their studies, and a further 17% stating that their parents paid them a monthly allowance during their time at university. Following on from this, all respondents were then given a list of 10 categories and asked to state what they were most likely to spend the most money on each month, as well as the average spend. Once all of the responses were collated, the most to least popular answers emerging as follows: Gaming/tech equipment + accessories – 26% Nights out socialising (clubs/bars/pubs) – 22% Clothing + accessories – 20% Travel – 8% Sporting hobbies/activities – 7% Takeaways and eating out- 6% Personal grooming (hairdressers/waxing/nails etc.) – 5% University equipment/materials – 3% Make-up/cosmetics – 2% Homewares/interior goods – 1% Those who stated that they spend the most money on gaming and tech equipment each month were asked if they’d ever sacrificed a night out or social event with their friends to pay for a game, gaming accessory or tech device, to which almost two thirds (64%) confessed that ‘yes’ they had done. What do you think about this research? Does it come as a surprise to you? With so many new initiatives to get young people into games development, can this really be a bad thing? We’d love to hear your thoughts in the comments below.