Gaming’s Changing Demographics

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by Staff & Contributors on November 13, 2020

in Gaming

Long gone are the days where gaming had been primarily aimed at younger teen males as a core part of its audience as attitudes toward gaming across different demographics have changed the way we approach gaming, with so many different platforms and accessibility options it has now become a past-time enjoyed by people of all ages , but how did we get to this point, and how have these different platforms allowed for the target demographics to change so widely?

Mobile and social media – Perhaps the most drastic change for gaming has come by way of social media and online mobile platforms. With mobile gaming making up a suggested 52% of the total gaming market and the primary audience of these titles being woman over the age of thirty-four, it branches heavily from the pre-conceived notion of a gamer. Part of this is due to accessibility, players no longer need to buy a dedicated platform to play as we just use our mobile phones, but has also come around with the ability to share the games we play, the results, and everything in between on the many social media platforms that encourage sharing.

This has also led to changing attitudes towards certain genres of gaming too, with betting and gambling in particular – although there had been adjustments to initiatives such as Gamstop with an aim to limit participation options, numbers of players at Casinos Not on Gamstop and other similar services have continued to grow as the platform is well suited for these types of games and attitudes have become much easier toward them.

 

Competitive gaming and its rise – Another big change that has had an impact on the evolving demographics is within the rise of competitive gaming and the esports scene – viewership for the bigger events has started to and even over taken that of some of the biggest traditional sporting events in the world and this has brought eyes from many different groups of people. With the introduction of more familiar titles such as FIFA and the NBA2K into the growing esports market too it has allowed those who may have been more reluctant to make the adjustment to see what options are available, and for many to even try out the games for themselves as more than just a spectator sport.

This year has been particularly good for the growth of gaming and esports too – early cancellations in the year due the pandemic had many seeking out alternatives to fill the time and both have offered a perfect escape for many too, with a huge number of different options available there is often something to fit all different tastes, and has continued to be a huge benefit to the gaming industry as a whole. With the next generation of consoles releasing and mobile devices being developed with some focus on gaming in mind too, the industry will only continue to grow with renewed hype and growing passion, and with newer technologies such as virtual reality well on the way, the future for gaming and its growing demographics is certainly looking bright.

(Image from digitalinformationworld.com)

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