RolStoppable said:
You are on to something. If a bigger timeframe is taken into account (all data that is available), then dedicated gaming in Japan had peaked in the late '90s and was already in decline in the console generation of the early 2000s. But then it spiked to a new all-time high in 2007. So what exactly happened back then? The simple answer is that games for dedicated gaming hardware targeted more age brackets than in the years before and a bigger pool of potential customers unsurprisingly can lead to higher sales. But this short period was followed by game developers going back to making the same games as usual, so the trajectory of the Japanese market also reverted back to that of a decline. The solution had been found, but then was abandoned. Low birth rates and an aging population play a part, but the biggest cause for the decline is the lacking interest of game companies to make games that account for the shift in demographics that is underway since two decades. If it hadn't been for those games in the mid-2000s, the revenue chart that was posted in another thread would have shown a constant decline from 2000 through 2016. |
So it is pretty much the industry itself to blame, which keeps on focusing on teens and young adults, mostly male.








