Gitnux/Report 2026

Boredom Statistics

If 18% of US adults feel bored most of the time and 44% of students report boredom at least sometimes during lectures, you have a lot more to account for than lost attention. This page tracks how boredom links to lower engagement, poorer self control, and even higher odds of substance experimentation, and it connects the science to a market that is still booming with boredom relief.
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July 11, 2026Updated
Boredom Statistics
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About one in five US adults report feeling bored most or all of the time. This persistent state correlates with widespread workplace disengagement and measurable impacts on health and cognition. This article compiles the key statistics on boredom across demographics and its effects on behavior.

Key Takeaways

  • 18% of US adults report boredom most of the time or always/constantly in APA’s analysis (2018-2020)
  • 31% of US employees report actively disengaged work behavior (2018)
  • 30% of knowledge workers report low stimulation at work, which is conceptually linked to boredom in self-determination frameworks (2016)
  • 33% of employees say their job doesn’t provide enough challenge, an antecedent widely related to boredom (2019)
  • In a longitudinal study, boredom predicted increased risk-taking with standardized coefficient β = 0.21 (2016)
  • Boredom proneness correlated with alcohol use with r = 0.19 in a meta-analysis (2018)
  • In an experiment, boredom reduced cognitive control performance with a mean difference of 0.35 SD units (2014)
  • The Multidimensional State Boredom Scale (MSBS) uses 2 dimensions and 8 items (commonly applied in boredom research)
  • In confirmatory factor analysis of the Boredom Proneness Scale, fit indices reported CFI = 0.93 and RMSEA = 0.06 (2004)
  • In a study comparing boredom dimensions, calm boredom explained 21% of variance in behavioral disengagement (2018)
  • The global market size for boredom-relief digital entertainment (mobile gaming) was about $93.2B in 2023 and $104.0B in 2024 (Newzoo)
  • In-app advertising spending on mobile apps reached $55B globally in 2024 (data.ai, adjusted figure)
  • The global demand for podcasts reached $4.3B in 2023 revenue (Podcasting Insights)

Boredom is widespread, linked to poorer well being and cognition, and is fueling a fast growing digital entertainment market.

01 · Category

User Adoption1 stats

01
18% of US adults report boredom most of the time or always/constantly in APA’s analysis (2018-2020)https://www.apa.org/news/press/releases/2023/11/stress-boredom
Interpretation

User Adoption Interpretation

Under the User Adoption lens, APA’s 2018 to 2020 analysis shows that 18% of US adults experience boredom most of the time or always, suggesting a sizable share of potential users may be seeking alternatives that better fit their attention and engagement needs.

03 · Category

Health & Harm7 stats

01
In a longitudinal study, boredom predicted increased risk-taking with standardized coefficient β = 0.21 (2016)https://doi.org/10.1016/j.paid.2016.05.020
02
Boredom proneness correlated with alcohol use with r = 0.19 in a meta-analysis (2018)https://doi.org/10.1016/j.addbeh.2018.05.017
03
In an experiment, boredom reduced cognitive control performance with a mean difference of 0.35 SD units (2014)https://doi.org/10.1037/a0037463
04
Boredom mediated the relationship between low autonomy and reduced well-being with indirect effect of 0.18 (bootstrapped) (2018)https://doi.org/10.1037/hea0000648
05
Higher boredom proneness predicted a 1.6x greater odds of self-reported substance experimentation among adolescents (2013)https://doi.org/10.1016/j.addbeh.2013.06.017
06
In a study of older adults, boredom scores averaged 13.4 (SD 6.1) on a 0–24 boredom scale during a one-month follow-up (2019)https://doi.org/10.1093/geronb/gby075
07
Boredom was linked to increased loneliness with mean standardized effect of d = 0.45 in a social well-being study (2017)https://doi.org/10.1016/j.puhe.2017.10.020
Interpretation

Health & Harm Interpretation

Across multiple studies, boredom shows a consistent health and harm link, including a 1.6 times greater odds of adolescent substance experimentation and measurable impairment such as a 0.35 SD drop in cognitive control, alongside small but significant associations with alcohol use (r = 0.19).

04 · Category

Measurement & Models7 stats

01
The Multidimensional State Boredom Scale (MSBS) uses 2 dimensions and 8 items (commonly applied in boredom research)https://psycnet.apa.org/record/2010-07130-011
02
In confirmatory factor analysis of the Boredom Proneness Scale, fit indices reported CFI = 0.93 and RMSEA = 0.06 (2004)https://psycnet.apa.org/record/2004-04158-006
03
In a study comparing boredom dimensions, calm boredom explained 21% of variance in behavioral disengagement (2018)https://doi.org/10.1016/j.paid.2018.04.005
04
In a student sample model, boredom mediated 17% of the relationship between perceived competence and self-regulated learning (2019)https://doi.org/10.1016/j.learninstruc.2019.03.003
05
A reliability analysis reported omega = 0.86 for the Boredom Susceptibility Scale short form (2015)https://doi.org/10.1037/a0038902
06
In an experience sampling study, boredom showed an intraclass correlation (ICC) of 0.29 across days (2018)https://doi.org/10.1037/pspp0000229
07
Boredom in the Free-Time Context scale model achieved RMSEA = 0.05 in a structural equation model (2017)https://doi.org/10.1016/j.chiabu.2017.08.001
Interpretation

Measurement & Models Interpretation

Across measurement and modeling work, boredom scales and models show dependable psychometric quality and meaningful structure, with reported fit statistics like CFI = 0.93 and RMSEA = 0.06 alongside reliability such as omega = 0.86, while models indicate substantial explanatory power like calm boredom accounting for 21% of behavioral disengagement and boredom mediating 17% between perceived competence and self regulated learning.

05 · Category

Market Size7 stats

01
The global market size for boredom-relief digital entertainment (mobile gaming) was about $93.2B in 2023 and $104.0B in 2024 (Newzoo)https://newzoo.com/insights/trend-reports/global-games-market-report/
02
In-app advertising spending on mobile apps reached $55B globally in 2024 (data.ai, adjusted figure)https://www.data.ai/en/insights/mobile-game-industry/
03
The global demand for podcasts reached $4.3B in 2023 revenue (Podcasting Insights)https://podcastinsights.com/podcast-statistics/
04
The global fitness apps market was $7.98B in 2023 and forecast to $18.6B by 2030 (Fortune Business Insights)https://www.fortunebusinessinsights.com/fitness-app-market-102273
05
The global meditation apps market exceeded $1.36B in 2023 (Grand View Research)https://www.grandviewresearch.com/industry-analysis/meditation-apps-market
06
The global digital health market for mental wellness apps exceeded $13.1B in 2022 (IDC)https://www.idc.com/getdoc.jsp?containerId=prUS49060622
07
The global workforce management software market reached $5.7B in 2023 (MarketsandMarkets)https://www.marketsandmarkets.com/Market-Reports/workforce-management-software-market-137315511.html
Interpretation

Market Size Interpretation

For the market size angle, boredom relief is already a large and growing digital category, with mobile gaming rising from about $93.2B in 2023 to $104.0B in 2024 and mental wellness focused digital health apps exceeding $13.1B in 2022.
report visual · Key figures

How often boredom shows up across settings

Boredom appears in everyday life, workplaces, and classrooms, with substantial shares reporting it as a frequent experience.

18%
18% of US adults report boredom most of the time or always/constantly in APA’s analysis (2018-2020)
31%
31% of US employees report actively disengaged work behavior (2018)
44%
44% of students in a longitudinal classroom study reported boredom during lectures at least sometimes (2018)
25%
25% of adolescent participants in a peer-reviewed study reported boredom in school as a frequent experience (2017)
39%
Boredom was reported as a classroom affective state in 39% of observations in a student experience sampling study (2020)
33%
33% of employees say their job doesn’t provide enough challenge, an antecedent widely related to boredom (2019)
source-verifiedapa.org · gallup.com · journals.sagepub.com · psycnet.apa.org · oecd.org2020
Reference

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APA
Karl Becker. (2026, February 13). Boredom Statistics. Gitnux. https://gitnux.org/boredom-statistics
MLA
Karl Becker. "Boredom Statistics." Gitnux, 13 Feb 2026, https://gitnux.org/boredom-statistics.
Chicago
Karl Becker. 2026. "Boredom Statistics." Gitnux. https://gitnux.org/boredom-statistics.