So I've been thinking... There is this concern that while the Wii has supposedly been sold to a large number of new "casual" gamers, some of who have never owned a console before, the number of games these new gamers buy in the future will be few if any. The average number of games each owner of a game system purchases is called the "attach rate" and if the attach rate is low, the system suffers for it because developers do not want to make games for a system whose owners buy very few games. But I doubt the existence of this "casual" demographic who bought the Wii, in spite of how much it has been touted by the media and even Nintendo itself. I'd like to know just how many single men, women, as well as married couples without children, who have never had an interest in gaming before, purchased a Wii. I can't imagine the amount being high. If a high number of such people have purchased the Wii, then Nintendo MAY have something to worry about in the future, especially if these people do not buy WiiFit. Because I do agree that these people may not be buying very much else in the way of software in the future. But if the number of newly minted gamers of this type is low then Nintendo has less to worry about. Because that means that it has been mostly traditional gamers have been buying the Wii after all, and will buy software for it in the future. The only "new gamer" demographic I can envision is that of non gaming families that have picked up the Wii for their young children because it is the most affordable of the new systems. After all so many families are "poor," having no savings, living from pay check to pay check to pay off debts. But they're going to have to buy a current game system lest their children grow to hate them, so they will go with the most affordable one (I would consider them bad parents in fact, and think about calling child protection services if i suspected a family didn't get at least one game system for their children). And while buying the cheapest game system in the past might have potentially left children disappointed and full of hatred for their parents, in the case of the Wii, it is a fun and popular system that children will be satisfied with. And these families with no previous interest in gaming will now have at least one newly made traditional gamer in the family, especially if any of the children are male. The parents will also enjoy playing the games and the bonding experience it will create with their children, so they too might get more into gaming. But if they do not they will still buy software for their kids who will continually clamor for new games to play. The Nintendo DS succeeded in expanding the market to non-gamers. I really believe it did. I think the huge amount of "brain training," quiz, educational, and practical software in the library is what did it, especially in Japan where software of this type is very numerous. The Wii doesn't have software like that yet (apart from brain academy). I don't know if it ever will, and if it does I don't know if those types of software will be successful. It may turn out that such software is more suitable for a portable system. We will see what happens with WiiFit. That is a piece of non traditional game software that is clearly not designed for a portable system. WiiFit may succeed in bringing in people who have never been interested in games before, it may not. But my main point of all this speculation is that the non gamers haven't really been brought in yet. Wii hasn't expanded the market to non gamers. It was the DS that did that. It may be possible that momentum from the DS brought people to the Wii, with the casual DS owning gamers buying a Wii, but I do not imagine that that happened. I speculate that Wii has been most successful in cornering the "family console" market (because of price point relative to competition), not the casual game market. How many Wii systems WiiFit manages to move will be a good indicator of whether the non gamer has gotten on board with the system.