US video game industry revenuePedestrian traffic fatalities
As the American video game industry has earned more revenue, more pedestrians have been struck by cars, a correlation that invites the obvious joke about distracted walking and the less obvious observation that both metrics are just measuring the same growing economy. The coefficient is 0.872 across eighteen years, during which pixels got more realistic and crosswalks got more dangerous, and the chart could not tell the difference between virtual and actual damage.
Video game revenue grew from about 17 billion to over 57 billion dollars between 2005 and 2022, driven by mobile gaming, live service models, and the mainstream acceptance of gaming as the dominant entertainment form. Pedestrian fatalities grew from about 4,700 to over 7,500 during the same period. Both metrics track consumer spending in a growing economy—video games are discretionary entertainment purchased with disposable income, and pedestrian fatalities correlate with economic activity (more vehicles on more roads). The smartphone is a shared platform: it runs mobile games and also distracts both drivers and pedestrians, creating a genuine if indirect mechanistic link between screen time and street danger.
Eighteen years of video game revenue and pedestrian deaths growing together is a story about the attention economy extracting value and exacting costs simultaneously. The games capture attention, the roads demand it, and the smartphone mediates between the two with the indifference of a device that does not care which app you are using when you step off the curb. The screen glows. The crosswalk does not.
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Want to learn more about why correlations like “US video game industry revenue” vs “Pedestrian traffic fatalities” don't prove causation? Read our guide to statistical thinking.