The results of a recent survey detail the average iPhone owner spent approximately $35 in 2015 on apps. The largest chunk of the spending, about $25, was spent on games. For me, that provides insight into an ever-worsening problem — bad driving.

I have never purchased a game application for my iPhone but I see lot of people using them. It seems game apps are about aggression. Battles need to be won, bad people need to eliminated. Fast and furious means success.

More game app spending for young drivers?

The spending pattern, I believe, correlates to bad driving habits particularly among younger drivers.

They make up the largest percentage of gamers. As an older driver, I’ve noticed my driving habits have changed, particularly in the past year. I’m braking more quickly and frequently (sometimes when it’s unnecessary) when I see cluster of brake lights engaged up the road or around the bend. More apparent, I know I am leaving more distance between my car and the vehicle in front of me.

I’m convinced it infuriates younger drivers, for whom speed, getting to wherever they’re going faster, with aggression for the sake of aggression, is the priority. If there are a few feet between cars, it’s too much. If there’s any space, it needs to be filled.

As a California resident (and driver), I remember the standard idea that a driver should remain 10 feet behind the next driver for every 10 mph they’re advancing.

In other words, if you’re driving 70 mph, the next car should be at least 70 feet ahead. It seems satisfactory to me but way too much distance for aggressive drivers.

10 feet per 10 mph a guideline, not law

The well-known guideline wasn’t a law, just a guideline. The California vehicle code states: “The driver of a motor vehicle shall not follow another vehicle more closely than is reasonable and prudent, having due regard for the speed of such vehicle and the traffic upon, and the condition of, the roadway.”

Sensor Tower, the company that conducted the survey of iPhone spending, tabulated the spending patterns of 110 million active iPhone users in the United States.

Beyond games, the next four areas iPhone users spend money are: music ($3.40), social networking ($1.80), entertainment ($1) and lifestyle ($.40).

The spending patterns seem reversed. If iPhone users spent anywhere near the same amount on music or other entertainment, perhaps it would help lessen the amount they spend on game apps.

Perhaps it might even calm down the aggression, the short tempers, the need to prove something, the need to get somewhere, anywhere, faster.

And maybe they’d all leave me alone.

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