Wednesday, 20 February 2013

Summing up: What I have found thus far

So far we have looking into:

  • The Mid-core genre
  • What about the games industry does not appeal to them
  • Peter pan syndrome in gaming
  • Which plots make it into the best selling games and why
  • What kinds of games appeal to the mid-core

Basically what we have learnt is that the Mid-core genre is made up of people between the age of 30-50 primarily, people who have either fallen out of the hardcore genre for a lack of time to play heavy involvement games, or people who have played casual games and have found them a little lacking in substance for their liking. However to truly make a mid-core game you must also attempt to create new customers and not just people who have played games before and thought they would be interesting. 

We have also learnt that as it stands the game industry has been stuck in an adolescent phase where it only catered to those below the age of 25 as its primary target audience. This has caused a stagnation in games that has as of yet excluded a lot of potential players of games, to some extent including the mid core market. This means that if we want to differentiate from the crowd of games which have been exclusively marketed to  a younger generation then we need to make sure that we do not include the elements that made those games exclusive to that genre.

So to continue my lines of inquiry I will look into what about games at the present makes them exclusive to the younger generations, this will allow us to avoid the pitfalls that at the moment make games inaccessible to the mid core without excluding the other gamer groups.

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