You can all relax now. I, Zed Clampet, have finally read the article.
The major problem with this survey is that the sample is unprotected and unanalyzed. Who was answering this survey 9 years ago? Who is answering this survey today? How many people responded 9 years ago? How many people are responding today? If we use the figures from various articles they've written, the first 1/3 of the years contains 1/8th of the total respondents, indicating that most of the respondents are rather recent. Nine years ago the number of people who were categorized as strategic was 50 percent, a number that doesn't seem realistic to me. If the survey has picked up steam through the years with more and more people answering every year, then you would expect odd statistics to level out over time, as appears to have happened.
Also related is that the survey doesn't ask how long you have been gaming. The sample is from the last 9 years, during which time gaming has grown by over 1 billion people (
https://pcguide101.com/security/gamers-statistics/). Do people new to gaming play the same type of game that people who've been gaming for awhile play? We have no way of knowing the answer to this, but with this type of rapid growth, it's a critical question.
What is the decline by age breakdown? We don't know. Who are the new gamers by age breakdown? We don't know. What are the gaming preferences of new gamers? We don't know. What is the decline if you only include console gamers (800 million) and PC gamers (1.3 billion)? We don't know.
What's very strange is that some of these questions, like age and preferred device, are asked by the very survey that the article uses. In my experience, when an author avoids including important data in an article, it's because this data contradicts the point they are trying to make. For instance, strategy games are experiencing a renaissance in China over the last few years largely influenced by Tencent's Honor of Kings game. China has hundreds of millions of gamers. They aren't included at all in the survey. Granted, they mostly play competitive games, but I suspect that their strategy playing has increased recently, which wouldn't help this survey make its point.
Shouldn't a survey that states that it is trying to impact future game development take the largest gaming market in the world into account? Possibly not if it contradicts the story you're writing.
Bottom line is that there are a lot of valid questions about this article, but even if the article is true, there are over a billion gamers who like strategic thought, which should be enough for any game developer.