that’s it. this is pretty much the whole series.
Yet in 2014, the industry has changed. We still think angry young men are the primary demographic for commercial video games — yet average software revenues from the commercial space have contracted massively year on year, with only a few sterling brands enjoying predictable success. It’s clear that most of the people who drove those revenues in the past have grown up — either out of games, or into more fertile spaces, where small and diverse titles can flourish, where communities can quickly spring up around creativity, self-expression and mutual support, rather than consumerism. There are new audiences and new creators alike there. Traditional “gaming” is sloughing off, culturally and economically, like the carapace of a bug.
Gamasutra - ‘Gamers’ don’t have to be your audience. ‘Gamers’ are over. — I love that the sane part of the gaming community is finally waking up and smelling the coffee — or, better, the turd on the carpet of the whiny, entitled 20-something sociopaths with arrested development that make up the “target market” of the gaming industry.
this is another great case study in the “reap what you sow” department, where we made marketers and assholes with MBAs dictate where entire industries should go. the marketing department of every major game studio should be lined up and shot for giving us the toxic environment that is the so-called “gamers culture”. and then their corpses should be shot again, and left there to rot, as a reminder.
The gamer as an identity feels like it is under assault, and so it should. Though the ‘consumer king’ gamer will continue to be targeted and exploited while their profitability as a demographic outweighs their toxicity, the traditional gamer identity is now culturally irrelevant.