Orlin Wagner/AP
Video Game Industry Goes After Grandma
July 22, 2008 02:02 PM
by
Rachel Balik
With a core audience whose numbers haven’t grown in a generation, the video game industry now targets nontraditional players.
30-Second Summary
Young, male, diehard video game fans weren’t the target audience at this year’s E3 Media & Business Summit in Los Angeles. Instead, publishers introduced games that might entice their sisters, mothers and even grandmothers. Cammie Dunaway, executive vice president of sales and marketing for Nintendo’s U.S. operation, explains, “Nintendo recognized several years ago that the way for this business to grow and remain vibrant was to bring new players into this industry.” Nintendo’s Wii has helped the company diversify its audience greatly, and now other companies are developing products designed to yield similar results.
Increasingly, “friendlier” video games are being marketed to wider audiences. At East Carolina University, professor Carmen V. Russoniello is studying the possible benefits of video games. He says, “we know there is a cascade of beneficial biochemical and hormonal effects in people when they are engaged in an activity they perceive of as fun. What we’re seeing here is that some video games fit into that mold and that some games can have a positive health effect on people.”
Other similar nonviolent games have found an enthusiastic audience outside the usual video game crowd. The Sims, a game adored by many women, is the most successful PC game to date. Nancy Smith, president of The Sims Label, asserts, “Because of the open-ended creative freedom that players experience with the game, The Sims has universal appeal like no other game franchise.”
Increasingly, “friendlier” video games are being marketed to wider audiences. At East Carolina University, professor Carmen V. Russoniello is studying the possible benefits of video games. He says, “we know there is a cascade of beneficial biochemical and hormonal effects in people when they are engaged in an activity they perceive of as fun. What we’re seeing here is that some video games fit into that mold and that some games can have a positive health effect on people.”
Other similar nonviolent games have found an enthusiastic audience outside the usual video game crowd. The Sims, a game adored by many women, is the most successful PC game to date. Nancy Smith, president of The Sims Label, asserts, “Because of the open-ended creative freedom that players experience with the game, The Sims has universal appeal like no other game franchise.”
Headline Link: ‘A user-friendly video game industry?’
At E3 Media & Business Summit in Los Angeles, publishers neglected the tastes of video game fanatics in favor of presenting games that would appeal to a broader demographic: namely, people who haven’t played video games before. Graham Hopper, executive vice president of Walt Disney Co.’s games group, explains, “If you think about the number of people who own a console versus the number of people who go to see movies, there are still billions of people who we haven’t even touched yet.” In order to tap that audience, publishers must make games as easy to use as possible. The Nintendo Wii started a trend by eliminating the game controller, and one new game at the summit, Endwar, runs entirely on voice cues. Laurent Detoc, president of Ubisoft North America, the game’s publisher told Newsday jokingly, “We're trying to get people to talk to their TVs.”
Source: Newsday
Background: Creating more relaxing video games
Since first making a splash on the video game scene in 1985, Nintendo has consistently sought to push the boundaries of traditional gaming. While the company watched their competitors emphasize reality and serious gaming, Nintendo has remained unapologetically light and fun, appealing to players’ inner child.
Source: findingDulcinea
Carmen V. Russoniello, a professor in the College of Health and Human Performance at East Carolina University ran a study to test whether certain video games could have positive health benefits. He explains, “we know there is a cascade of beneficial biochemical and hormonal effects in people when they are engaged in an activity they perceive of as fun. What we’re seeing here is that some video games fit into that mold and that some games can have a positive health effect on people.” Participants were receptive to the easy, laid-back games supplied by Seattle company PopCap. “If I was going to think of something relaxing, I’d think of sitting on the beach on a sunny day with a cold drink in my hand. But I understand how some people get into it,” one 27-year-old female test subject said. She told the Times that while her boyfriend enjoyed playing video games to wind down after work, she typically preferred mindless television.
Source: The New York Times
In April 2008, The Sims, a PC video game, celebrated selling 100 million units worldwide. The game particularly appeals to women, but has an extremely diverse audience. It is also the highest-selling PC game franchise.
Source: PC Gamezone
Related Topic: Missing the mark(et)
The makers of the Nintendo Wii game “Beer Pong” have changed the name and removed all references to alcohol after criticism from activists and politicians. Beer pong, also known as beirut, is a popular college drinking game that involves tossing a pingpong ball into cups of beer. The Entertainment Software Rating Board (ESRB) gave the game a Teen rating, which means that it’s deemed appropriate for users as young as 13. The game has been criticized by many substance-abuse organizations and the Conn. Attorney General.
Source: findingDulcinea
Reference: Video Games Web Guide
For the latest video game news, reviews and cheat codes, consult the findingDulcinea Web Guide to Video Games.







