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Nonquihote said:
your mother said:
 

My post was originally a joke, but it seems humor is lost on the SDF these days...

Anyway, to reply in the same degree of seriousness to your post, I'd say that granma being content is of huge relevance these days, especially seeing how the "technologically inferior" console is still the outselling the other two. That alone speaks volumes of the relevancy of "obsolete" technology as far as I'm concerned.

In other words, it might not be relevant to you, but unfortunately for you (and your demographic), 20-something gamers are not the only ones that will determine the outcome of this generation.


Hard to tell, since many wii fanboys think old people and soccer mons will make wii unstopable.

Fortunetly for me my type buy the most games, amd 3rd partys arent blind to it.

Third parties aren't blind to this either:

http://www.mediaweek.com/mw/news/recent_display.jsp?vnu_content_id=1000873991

  • The gamer demographic is expanding beyond its core young male audience to include more women and older adults
  • Nearly 40 percent of gamers are female, and nearly a quarter of gamers are over the age of 40
  • Women tend to spend more of their game time playing with friends and family

http://www.emarketer.com/Article.aspx?id=1004798

  • 60%-70% of casual game players are females over 30
  • 62% of US computer and video game players are male, while 38% are female

http://ezinearticles.com/?Video-Game-Demographics&id=352934

  • 39% of people who play computer and video games are women
  • Forty percent of online gamers are also women
  • 65% of game players are over eighteen years old

 

http://findarticles.com/p/articles/mi_m4021/is_2002_May_1/ai_88679445 

  • 41 percent of people who frequent online game sites like GameSpot, Candystand and Pogo are women
  • 43 percent are ages 25 to 49
  • "There are many games that appeal to women between 34 and 59, who are a prime demographic," says Jane Chen, director of strategy at YaYa
  • Lycos Gamesville users are 60 percent female, and 65 percent are over age 35

 

http://www.pluginz.com/news/224

  • the average console user is already an adult
  • the number of high-intensity users is set to grow 40% by 2007
  • low-intensity puzzle and board games dominate the favorite genre
  • the broad appeal of low-intensity puzzle and board games among online adult users: 61% of those surveyed cited this as their favorite genre

 

http://theschwartz.wordpress.com/2006/10/09/shifting-gaming-demographics/

  • future growth in the game industry is especially focused in the areas of female and online games, and the already-sold stereotypical demographic of teenage boys playing console and handheld games is stagnant or in decline
  • And last and most interesting, the “online console gaming” niche is the place where the seperate demographic groups that we’re talking about might be converging. This is a very important point because of its implications: first of all, this could break the “offline teenage console gamer stereotype” out of that offline scenario and bringing it online, making it more social. And second of all, if satisfying online console content is available for them, the older and the female and the casual online gamer demographics could move in the direction of the consoles - a very important shift, since they are all primarily online on the PC now

If "your type" buys the most games, but loses ground in marketshare, third parties won't give a damn because the bulk of the sales will still go elsewhere - and third parties will develop less and less for "your type".

You better hope third parties don't get access to this information, which is a cinch to look up with a search engine...