40 years ago, when consoles made their debut in the Western Hemisphere, they were considered a product for children. Now things have changed.
In the late 70s, video game consoles appeared on the western commercial scene. In Japan they had a while circulating among the people.
At first, these devices were seen as an expensive toy, a Christmas treat that even some analysts of the time dared to predict a short-lived story.
40 years have passed and the influence that consoles and video games have on today’s society is undeniable. Half the planet, about 2.5 billion people, is spending time and money on some kind of game, whether on a mobile phone, a computer, or a console.
The surprising thing is that today, most of the members of this market are not made up of children or adolescents, it is the adults who rule this space.
Lets see the facts:
The previous chart belongs to a study, qualitative and quantitative, carried out this year on the gaming market in various countries of the world, by the consultancy firm Newzoo.
The chart shows much more interesting data than the title it exhibits: Most of the players regardless of the level of activity: Hardcore (38%), Enthusiastic (40%) or Casual (42%), are adults older than 30 years.
The explanation may be simple, these people grew up with the gaming business itself, the oldest from the Atari, the youngest from the Playstation, but all in the midst of the industry boom and still continue to enjoy their hobby.
These figures somewhat coincide with those exhibited in the most recent annual report of ESA (Entertainment Software Association), where it stands out that the average age of the players in the US is between 35 and 44 years old:
The industry has taken this generational factor into account, to the point that today both hardware and software mostly target the adult market and its intrinsic values, covering all aspects of the experience from unboxing to the interface.
Only Nintendo, assuming certain risks, has decided to target a very important part of its efforts and strategies at the children’s market, which has caused positioning problems when it comes to approaching the more adult niche.
Over time and for demographic reasons, the adult segment will increasingly increase its market share and players will continue to respond to this trend with their future developments. The gaming business matures.