However, insights gathered from GameTrack by Ipsos Connect, in conjunction with the International Software Federation of Europe (ISFE), show there is a growing appetite for gaming across a whole range of age and gender groups. To be successful, manufacturers and content producers need to adjust their message, to appeal to a broader section of their potential audience.
If I ask you to picture a gamer, what do you see?
Most people will imagine a man, in his 20s, using a games console or computer. It’s fair to say that the image exists for a reason – this ‘classic’ gaming demographic group is still a key chunk of the market and shows no sign of losing interest in the medium. However, gaming in 2016 is broad and complex; a ‘typical’ gamer may not exist.