Gaming is huge, but there’s a massive shift in gaming where it’s no longer a kids market.

in gaming •  2 years ago 

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20% of US video gamer players are under 18.
38% are 18-34.
14% are 35-44.
12% are 45-54.
9% are 55-64.
7% are over 65.

58.5% of gamers are male.
41.5% are female.

$86 a month is how much millennials on average spend on video games.
$1,032 a year.

$66,000 is the estimated life time spend millennials will have on average for video games.

8 hours and 27 minutes is how long the average gamer will spend per week playing video games.
439.4 hours total, which is equal to 18 days and 7 hours.

Adults are playing and as they get older, the average spend will change the industry heavily.

Some examples, consoles versus PC.

PC gaming is currently a 5.6 billion dollar market in the US, with 35% of US gamers playing via PC.

Originally with gaming, PC’s were launched largely with that market in mind, especially seeing how Apple co-founder’s first job together in computers pre Apple was the creation of the game Breakout for Atari. In fact, the first thing Steve Wozniak ever coded on the Apple 2 was a recreation of Breakout.

PC gaming lost popularity in the 90s though, largely due to the price tag.

The main reason being price, where an Apple Macintosh in 1984 cost $2,500 or $7,150 today.

Comparing that, the Nintendo NES, which launched in the US in 1983 had an initial price point of $90 or $257 today.

Having higher dollar consumers who also use PC’s for work related tasks changes the market heavily, where PC went from a very small niche that third party developers ignored to a key point.

This also will open up a series of doors for potential new products as gamers get older and the 65+ market in the next 30 years becomes as big as the millennial market.

What does a game controller look like for someone with arthritis?
How to improve mobile gaming for people with bad vision?
Can headsets be made more comfortable for adults?

That changes the accessory market, but perhaps the biggest thing is kids will matter less.

12 billion dollars is how much advertisers spent last year in ads aimed towards children.

Which sounds like a lot, until realizing 345 billion dollars were spent on ads in total.

Traditionally, kids ads cost less, because it’s a consumer base without money and any money spent on them comes from a parent.

The highest ad spend is catering to people in their 40s and 50s, with money.

This makes it so gaming companies will eventually have a moment, where they begin seeing kids/teens as an afterthought in how to make money.

Not really much that can be done here, but an interesting change long term.

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