WHY Your Parents DON’T Play Video Games Anymore | Industry Analysis

My GAMERS! We have a serious problem to discuss. Why are none of the games, made for boomers? Advertising video games
exclusively to males under 20 years old seems like business as usual for this medium , but
that should be really freaking weird. Like, imagine a world where books are only
made for teenage girls, movies are only made for women in their forties, and the latest
Kanye West album only targets males over 80 years old. That would be absolutely bonkers, but in our
real world where we have a budding art form which is the combination of literature, music,
movies, and more all at once and bam () it’s only for non-boomer dudes. For years my question had always been why? Cause theoretically, there are millions of
potential customers the video game industry is supposedly ignoring by using this tactic, and if literally every other art form in existence
is advertises to all ages and genders. Why isn’t gaming for everyone? Well the truth is it was. Back in the days of Pong and the Atari there
were ads of a grandma teaching her grandson how to play a game about shooting robots and
a mom defending her family in space by playing Asteroids, but nowadays there are no high-budget video
games advertised to your parents. And in that hypothetical scenario where your
mom and dad don’t care about social norms and are not scared off by the claims of games
making them psychopaths who can’t stop playing Fortnite, when your parents pick up a game
nowadays they will just stare at the floor and walk into walls. So what changed from then to now? What changed to make video games seemingly
inaccessible to anyone outside this narrow demographic? Well to answer all of that we’re going to
have to jump through a short history lesson, talk about the half-truths of game violence,
and dabble a bit in my favorite topic, game literacy Our story begins, in the ancient year of 1975
where one of the first video game consoles “Home Pong” was created by the American
video game company Atari. This version of Pong and sequential home releases
was advertised to the masses in Sears magazine as a game for the whole family. As you may know Atari’s “Home Pong”
was a major success and became a household name. So Atari used this successful “gaming for
everyone marketing” for their next console, the Atari 2600, and as I previously mentioned Atari kept advertising
their console to every member of an American family. Even the freaking dog I guess. Yet Atari made one fatal flaw which eventually
brought us to where we are today. The marketing team at Atari wanted to spread
the message that their device could play a multitude of games, which would be hard to
do when they didn’t have many games on their console. So they contacted countless third-party developers
to get as many games as possible on their new system seemingly over anything else, and this strategy was very successful for
a time. And for this time Atari was the sole king
of the gaming world. However, soon store shelves were crowded with
half-finished, broken games pushed out on store shelves as fast as possible to meet
tight deadlines enforced by movie tie ins. Without the internet, buying games became
a gamble of whether or not you would get anything functional, sort of like modern equivalent of buying any
EA game, but there were no patches The most infamous of these games was E.T.
which was created in just five weeks in order to be released before the holiday season. The game had such a negative reception that
hundreds of returned copies were dumped at a landfill in New Mexico, in an event called
the Atari Video Game Burial. Because of a constant stream of games like
E.T., the video game market crashed with revenue falling 97% in just two years, and to most Americans the fad of video games
was dead, and Atari had literally dug a grave for the console gaming industry they created. However, in Japan, THE GREAT LAND OF ANIME
there was hope. Luckily, due to countless complications, the
Atari 2600 did not release in Japan until after the crash of 1983, and with no Atari
in Japan, there was no game crash in Japan. Instead a growing variety company called Nintendo
released the Nintendo Family Computer, which was unsurprisingly advertised for the whole
family just like the Atari 2600. The console sold 19 million units in Japan
alone, so Nintendo decided to go global and attempted to bring the console to the U.S.,
only to find that not a single retailer would sell the thing. In order to sell their console to a society
that no longer trusted video game developers, Nintendo had to make a few changes in how
video games were presented to American audiences. So over two years, Nintendo made three small
changes to their console, that would change the course of gaming for decades to come. First, Nintendo started their own quality
control system so no games could get onto their console if it was unfinished or buggy. Secondly, they had to present gaming in general
in a different way so American retailers would give them a chance. Since no one was buying video games in America,
Nintendo advertised their game console as a toy. Then, Nintendo had to decide if they would
sell their console in the boy’s toy aisle or the girl’s toy aisle. You can probably guess what they chose… Once they decided on their American demographic
of boys under 10 they attacked that market aggressively in their advertising. Finally, to reinforce this change to retailers
Nintendo changed their console’s name from the the Nintendo Family Computer to the Nintendo
Entertainment System since according to Nintendo gaming was no longer for the whole family. All these changes brought Nintendo success
and the Nintendo Family Computer sold even more in the US than it did in Japan. So Nintendo adopted the boys only marketing
strategy worldwide and started to make games with that demographic in mind, seemingly due
to having more potential customers internationally than in Japan. Since Nintendo was the most successful gaming
company in the world at the time they set the precedent that this is what this new art
form was after the crash. They were simply toys for boys, Now it was no longer socially acceptable for
anyone over the age of 10 to play video games and this created a generational gap in gaming
that still persists to this very day, which is why your parents probably loved playing
Pong and Pac-Man, but have never touched gaming since outside of Mario Kart. According to my Psychology geek YouTube friend,
Daryl Talks Games, who makes all sorts of neat videos about how video games and psychology
correlate, This ever do wonderful separation makes it
easier for older generations to criticize these increasingly complex video games due
to in&outgroup psychology. This set the stage for waves upon waves of
negative press regarding video games from the late 80’s all the way to our modern-day with supposed links to violence that continue
to scare people away from this medium. But if you actually take the time to look
into these claims about violent video games lead to increased aggression, desensitization
to violence, and priming for violent behavior. You’ll see that the proof for all of these
claims, are all over the place! For every ten studies, you find supposedly
proving a link between video games and violent behavior you’ll find ten others supposedly
disproving that link. For example, the Dartmouth College of New
Hampshire studied several thousand children and determined that there is a “relatively small, but statistically reliable”
link to video games and increased aggression, and just four months later the University
of Oxford also studied several thousand children and found NO noticeable link to violent video
games and aggression. In the scientific method experiments you create
have to produce consistent results over hundreds of identical tests to become a theory. The problem with most the discourse surrounding
game violence is that there are so many factors of a person’s life besides their interactions
with video games that it is difficult to find any significant AND consistent link to video
games in violence. Now I want to stress I’m no expert or professional
on this topic, but I think it’s important to point out the experts and professionals
on this topic in the U.S. Supreme Court declared that the psychological research linking violent
games and youth violence was “unpersuasive” in Brown vs. The Entertainment Merchants Association That case was back in 2011 and Video Games
haven’t been examined in the Supreme Court since then, but even nine years later there
are countless new studies that keep on contradicting each other on this topic. At the end of the day, regardless of who believes
what with psychology, violent crime by youth, at least in the United States has fallen drastically
since 1980 being less than 20% of what it once was and nearly at its all time low. And All violent crime regardless of age is
also nearly at its all-time low. So, even if violent video games cause violent
and aggressive behavior in the American youth the effects have been completely unnoticeable. Now, of course, there are many other factors
at play here, but my bet that video games won’t make you or your parents violent sociopaths,
even if you play as them in certain games. Regardless, I encourage any of you watching
to do your own research into if you find it a topic of concern, but when you do make sure
to look at both sides of the “do games cause violence?” question. Now the constant discussion of this topic
died down a bit after their initial rise in the eighties, only to come back in full force
when game developers started making waves of video games intended for mature audiences
in the 2000s. In my eyes, this seemed like the generation
of game designers who grew up with the original Nintendo were telling their parents: “See
mom video games are for adults too!” On the bright side, this surge of M-rated
games made it clear that it was now socially acceptable for males all the way into their
twenty-somethings to play video games, reaching back at the demographic of players who stopped
playing video games after they were out of Nintendo’s under ten years old age demographic. This expansion into a new demographic seemed
to make overall game revenue sales increase and one would think that you could repeat
this behavior and make video games advertised to young girls, women over 40, or men over
80 and get the same result with more people playing video games meaning
more money. Simple math. Yet the problem is that over the years video
games have become far more complex than they used to be. See back when Atari released their first console,
games were easy enough for anyone to pick up and play, but after each console generation games became
more and more complex with ideas like saving, loading, inventories, quests, and movement
in a 3D space becoming so commonplace game developers just didn’t explain what they
were in their games anymore. I’ve mentioned this before, but If you were
to pick up any book today like, Harry Potter it wouldn’t teach you how to read it would
just assume you are literate in the English language know what letters, words, and sentences
were before you tried to pick up the book. Modern video games are the same way, they
assume you are literate in “gaming’s” language and know what health, damage, minimaps,
and all these other things on screen are before you pick up the controller. The big difference between video games and
books is that video games give you feedback for your actions. My theory is that many of us millennials or
gen-z dudes learned to be literate in gaming’s language by simply sitting in front of a screen
and mashing buttons for hours to see what eventually made us win, which is exactly my
two-year-old baby nephew started doing over Christmas break. But nowadays if someone who hasn’t grown
up with video games attempts to play them, they ‘ll most likely become overwhelmed and
give up within the first few minutes, leaving them with a negative experience. Now if you wanted to learn how to read you
would start by reading phonics books that only use a few letters and simple sentences
and build up from there. However, currently, the gaming industry has
no professionally made “phonics book style” video games So as some of you may know I’ve taken it
upon myself to one of the first phonics-book-like video games which is probably linked over
here somewhere. So this final problem with Game Literacy isn’t
solved quite yet, but if you want to help your parents or a
loved one learn how to play video games share some of the information in this video with
them and feel free to check out my free phonics
book style video game and my other videos about Game Literacy. It may be a challenge, but hopefully you can
convince your loved ones to give gaming another chance so they can learn to love this art
form like we do. thanks for watching everybody, have a wonderful
day and I will catch you all next time!

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About Author

  1. Etra Games

    I tried a new style for this video and I would love some feedback!
    I just felt really compelled to put my all into this video, even if it is a bit rough around the edges.

    ADDITIONAL NOTES: that didn't get in the final draft
    PART 1: Where the boy's toy stigma originated
    I know I kinda painted Nintendo as the villians of this story, but they were simply just doing what they had to to get games into America. If you want to read more about this section I would highly reccomend reading "No Girls Allowed" by Tracy Lien linked below.
    Part 2 :Game violence
    In a few original drafts I went more in depth in this topic, so I'll attach a bit of that below.

    "The second main reason you probably haven’t touched gaming since then is, because of the negative press games have received in relation to violence. Specifically, the ongoing fears that violent video games lead to increased aggression, desensitization to violence, and priming for violent behavior. I have already stated that no studies have found a definitive link between video games and aggression. Even the Supreme Court in Brown vs. The Entertainment Merchants Association stated that the psychological research linking violent games and youth violence was “unpersuasive”. That case was back in 2011 and Video Games haven’t been examined in the Supreme Court since then, but even seven years later there are countless new studies that still contradict each other on this question. For every ten studies, you find supposedly proving a link between video games and violence you’ll find ten others supposedly disproving that link.

    For example, the Dartmouth College of New Hampshire studied several thousand children and determined that there is a “relatively small, but statistically reliable” link to video games and increased aggression, and just four months later the University of Oxford also studied several thousand children and found NO noticeable link to violent video games and aggression. “The idea that violent video games drive real-world aggression is a popular one, but it hasn’t tested very well over time. Despite interest in the topic by parents and policy-makers, the research has not demonstrated that there is cause for concern.”

    There is another argument about how violent media can desensitize youth to violence, but even that is inconsistent! Many studies have shown that people can be de-sensitized to violence in the short-term. For example, Iowa State University conducted a study where “Participants reported their media habits and then played one of eight violent or nonviolent video games for 20 min. Next, participants watched a 10-min videotape containing scenes of real-life violence while heart rate (HR) and galvanic skin response (GSR) were monitored. Participants who previously played a violent video game had lower HR and GSR while viewing filmed real violence, demonstrating a physiological desensitization to violence.”

    However, these studies for desensitization seem fundamentally flawed due to the way our human bodies behave. For example, if I listen to rock music for 20 minutes then listen to it for another 10 minutes, of course, I’m going to be more desensitized to those last ten minutes of rock music than someone, who only listened to rock music for the final ten minutes.

    So yes this effect that desensitizes people to violent media exists, but it doesn’t seem to hold up in the long term. In an experiment performed by the Hanover Medical School test subjects played violent video games for at least two hours daily for four years! These test subjects were then compared to a control group who had never played violent video games. To avoid any short-term effects of being exposed to violence all participants refrained from interacting with violent media three hours before testing. “The psychological questionnaire revealed no differences in measures of aggression and empathy between gamers and non-gamers. This finding was backed up by the fMRI data, which demonstrated that both gamers and non-gamers had similar neural responses to the emotionally provocative images. These results surprised the researchers, as they were contrary to their initial hypothesis, and suggest that any negative effects of violent video games on perception or behavior may be short-lived.”

    The final argument people usually have regarding violence in video games is that violent actions on screen could prime young players to perform violent actions in real life. However, this argument just doesn’t seem to hold any water. In a recent study just two months ago the University of York did a set of experiments using word fragmentation tasks with 3,000 participants, which demonstrated that violent video games do not prime violent behavior. Dr. David Zendle from the University of York found that “We found that the priming of violent concepts, as measured by how many violent concepts appeared in the word fragment completion task, was not detectable. There was no difference in priming between the game that employed 'ragdoll physics' and the game that didn't, as well as no significant difference between the games that used 'real' and 'unreal' soldier tactics. The findings suggest that there is no link between these kinds of realism in games and the kind of effects that video games are commonly thought to have on their players.”

    So to summarize., the argument that video games may be linked to aggressive behavior is inconclusive to say the least, any desensitization to violence has not been proven in the long term, and violent games don’t seem to prime violent actions.

    At the end of the day, regardless of who believes what with phycology, violent crime by youth in the United States has fallen drastically since 1980 being less than 20% of what it once was and was second to an all-time low in 2017. All violent crime regardless of age is also nearly at an all-time low, and property crime in the U.S. is actually at its all-time low. So, even if violent video games cause violent and aggressive behavior in the American youth the effects have been completely unnoticeable."
    Part 3: Game Literacy
    However here, is where our problem is. Currently, there are no phonics-book-like video games. In other words, there are no video games for people, who don’t know how to play video games. This makes a bit of sense because why would any company fund the creation of a game in which the target audience is people who don’t play video games, especially if most of that audience has already decided that video games are too complex and frustrating for them to play. But even if someone has made a game for brand new players it is not popular enough to be found anywhere online. I, personally have spent several hours trying to find any game or even information regarding this topic of game literacy and found nothing. So I contacted the team behind Extra Credits, which is the largest game development centered youtube community with over two million subscribers. I emailed them regarding a video they created about Game Literacy, that is the most popular video online regarding this topic. I asked them if they could redirect me to “any resource related to teaching someone who has never touched a controller before how to play games” Their community manager replied to me and said the only resources they have ever heard of regarding this topic was “a few articles that exist that suggest what games you should play if you want to get a sense of gaming,” he continued saying “Unfortunately, like the episode (of Extra Credits) also mentions, there's not really any coherent view to why certain games are picked.there's no real consensus, not one that's particularly helpful anyway.” The only useful resource he could give me was a general teaching tip for game tutorials.

    Final note:
    If you managed to read all of that than you must be as interested in this topic as I am. One thing I didn't emphasize very well in the video is how much these three problems all build upon one another to create a world where games are only advertized to guys under 25, but HOPEFULLY if we can spread this information and create "phonics-book" style video games we can convince more people to give gaming a try in order to create an audience of boomers for the games industry to advertize a successful game to. Making that phonics book game is currently my quest. I hope you all can help me reach that goal!

    Luke (Etra) Bender

  2. MakiPlayz

    expecting this to be great like your other vids 🙂

  3. Jack Drill

    Wow… It's surprising how much thought was put into selling all the videogames that Nintendo made

  4. Mayo

    The sources list in the description, like the research done, that was impressive!

  5. Paolo Pallottino

    That's because games cost a lot and people don't wanna spend 400 bucks + a game to play. If you consider cheap games and mobile games "Videogames", then everyone plays them.

  6. Jayden Chan

    Webcam can have a better job done. Personally, I do prefer the old style.

  7. Hamzeh Bakhiet

    Gotta say, love the new format! Your videos, in general, have been amazing since I found your channel, but this one takes the cake! It's like you took the humor of ScottTheWoz and the research of The Game Theorists, which is an awesome combination! Keep it up, my guy!

  8. HI

    the new adam ruins everything looks great!

  9. Nesfrit

    Because game became more complex over time, a grandma can play pong, but try to explain her the parry system in Sekiro or half of the systems involving a MMORPG.
    also, the 20 yo guy rule is not 100% true, lately there have been a lot of games appealing to both genres, such as FF14 or Stardew Valley

  10. Hannon Hawkes

    I prefer the normal style of videos but I wouldn't be surprised if this one is more popular, just do whatever works for you and gets the most popularity I guess!

  11. Neat Studios

    you sound like you're constantly in auto-tune mode

  12. Paci

    My dad is a bigger gamer than i am…

  13. restlessfrager

    That's funny to me. I'm 27, my dad used to sit me on his knees so I could play Doom and Duke Nukem 3D when I was 3. My mother used to take her PC to lan parties to play Quake 3 Arena and Unreal tournament in the early 2000s.

    They eventually grew out of playing games probably out of necessity for general productiveness… 'cause man are these things hard to drop.

  14. Skirdus

    And now we've come full circle, as Nintendo has been advertising its games to the entire family since the Wii

  15. EightSeven6

    Tried playing 2D games, including the extremely simple "Ibb and Obb", with family and friends that don't play games, they didn't even want to touch the fucking controls…
    just a short sob story I guess

  16. Osama bin Diesel

    1:20 not exactly true. Videogames were mainly targeted towards young boys back in the day when the toy industry were exclusively making toys for either boy, girl, or both on very rare occasions (looking at you, legos). That’s why we have boy/girl toys for kids meals, pink anything for girls only, and blue anything for boys. Hot wheels for boys and barbies for girls.

  17. O Rei do Iêiêiê

    So it's Nintendo's fault that I can't get my parents to understand why I'm spinning in circles to get an orange cormorant

  18. System BD

    The Cuphead music is so great that, when it came up in the video, it distracted me from the message you wanted to convey (I even had to stop myself from dancing to it).

  19. Jurgio

    It's kind of insane how that single, binary decision by Nintendo – boys over girls – has not only stayed true but has grown even STRONGER over the years…

    My brother and I are both super gamers but my sister (only 3 years older than me) can and does only play the sims lmao

  20. Rifqi Maulana Jati

    i think this style is good, but i think you appearing a bit too much, that some of them aren't necesary (sorry for the spelling mistake lol)

  21. Daryl Talks Games

    Thanks for the love, my guy <3 you killed this one! The green green effect adds so much character to the presentation. Despite it's rocky beginnings, we're only in the first 30 years of video games truly being at the forefront of the world's psyche. I think the future for gaming is a bright one full of a more accepting society. Just gotta keep the good press and awareness rolling 🙂

  22. Lucho-Core

    Dude, you're really onto something with this "game literacy" thing.

    Commenting b4 your Thesis, degree, and best-seller.

  23. JayGamez 9000

    I try to get my dad to play games but he believes a game is bad if it doesn't have good 3d graphics and a decent amount of violence. Tried Undertale and Night in the Woods with him and he got bored very quickly.

  24. Fun Guy

    Dude, even I in my 30s don't play games anymore.
    And when I play vs my wife she struggle to jump over death pit in platformer.
    And you asking about why ~50s years old people don't play anymore.
    The thing is, we (30 to 50) don't have time for this shit, we prefer more passive (movies, books, yt) or creative (diy, music, art) or health (gym, pool) type of activities.

    I reread this shitty comment and it makes 0 sense, sorry.

  25. Boredfan Gerrude

    There are many tricks that developers can use to teach players how their game works without disrupting the flow of the game however, as you said, they assume that those who play will already know the gaming language and usually don't use those them unless it's triple a games.

  26. SlovakThrowback - Danny

    I loved the video, the editing style is great and the research is impressive, the info was pretty cool too. It kinda reminded me of nakey jakey, but definitely a new spin, keep up the good work mate

  27. Sam Hansen

    I wonder if they might find a turn based strategy, like xcom, easier to pick up because it is structured more like games they are familiar with, like chess.

  28. FaFo

    You sound so angry… I'm scared

  29. SheriffLaw

    I really love what you are doing for the people who have a hard time picking up a game

  30. Master9

    I loved the video style in this one! It was very compelling and worked well with your slick editing and graphics. I can’t wait to see more like this!!

  31. Nathamiel

    It's the Karl Smallwood green screen.

  32. B3rnard

    How did you learn videogames

  33. Bagandtag

    I feel like an asshole saying this but I vastly prefer your other videos when compared to this one. It feels kinda performative and empty.
    I know that it's not but that's how it feels.

  34. PlatinumAltaria

    I think you're rather vitally ignoring the "mobile market" (along with titles like Brain Training, which sell very well with older audiences). It's not so much that video games are designed for young boys, it's that the young boy's market is the one you're concerned about. People in the "gaming community" don't think Candy Crush is a "real game", even though it has immense play numbers that comically outnumber even the most popular AAA titles. The reason that people struggle when you hand them a first person shooter is that that's a 1000 page novel, compared with the short story of a mobile game. Pokémon GO has a billion players, and I'm pretty sure it's not all young men.

    After all, Pong is nothing like modern shooters or strategy games. It, along with major titles like Tetris fit firmly into the "mobile" class of games. Even titles like Pokémon could be placed into that group.

    Would it not do better to analyse the divide between these two types of games, which have so little overlap in target audience? For example, "real time" games are much more common in the "hardcore" market, and "casual" games tend to be more relaxed or turn-based. Would a brand new player be able to learn a turn-based strategy game (say, Civilisation)?

  35. KeyVeeQueue

    Your tutorial game need translatable language file to make it more accessible for people that doesn't speak English.

  36. Isaac Ferguson

    To quote my dad "I got lost after the era of 1 joystick and 1 button."

  37. TarotCard0

    I'm reminded of something. I watched your Portal 2 Episode as well, and was reminded there too, but I forgot to say anything.
    I've actually been studying video game tutorials in order to start making games of my own, and one thing I noticed when I was playing Ocarina Of Time is that the Tutorial seems to be built around the idea that it's one of the first games of its kind, and so it focuses on getting the player used to movement in 3d space in a safe environment with the objective of finding in-game currency to buy a shield, and to find a hidden sword somewhere else in the area (Where the tutorial's first dangerous obstacle appears.)
    It may be worth it to try your Portal 2 experiment using Ocarina Of Time, though you should probably inform the test subject(?) of the functionality of the A button, and the Fairy Companion.

  38. Jeru Sanders

    Are we just gonna ignore the mobile game boom and their target demographic being older women? You tossed in the line "high budget video games", maybe you think that mobile game budgets don't rival console games at this point?

  39. Kinii

    You're a genius! Your projects helped me get my dad to play more. Thanks!

  40. Clara Columbus

    Honestly, it's a relief to hear someone talk about this stuff! I'm a woman who really likes games like Etrian Odyssey, Pokemon, Fire Emblem, and many JRPGs. What all these games have in common is that they don't make me nauseous when I play them! (Well, except for the new Pokemon and Fire Emblem games, but because moving is only a small part of the core gameplay, I can usually play for a while before I feel sick.) I've noticed that smooth motion makes me less nauseous, but because I'm bad at controlling the motion, I get sick even faster than I otherwise would. I had written myself off as just unilaterally "bad at video games", but your videos on this topic have made me realize that it's more like I missed out on learning all the first-person shooter skills, skills which are now in basically every game, lol.

  41. Jose Guilherme

    well, the thing about target demographic is: You can't be good for everyone, there's a bunch of quite sucessful developers, without a "hit" that heavily focuses on niches, and of course there are games for "everyone" who doesn't love UNO? Mario Party? Pokémon?
    Also, the majority of hardocore gamers are boys from 5-35 years anyway, the "rest' are casual and mobile, which heavily include girls and older people.

  42. IM TOO LAZY For a profile pic

    I got sexually aroused for the description

  43. IM TOO LAZY For a profile pic

    You need an outro bro, how about you dance for us?

  44. Ihsanul Haque

    Interesting, I like the new style of video! I think it brings more energy to your topic and keeps it more intresting.

  45. Shondiin Lawson

    It's from japan….

    musical references aside, I really liked this video. It was well sourced and made good points, as well as pointing out that there was already a successful market for family consoles before inferior products broke it. Well done.

  46. It's IXam

    Good vid

  47. Icanplayit

    The Wall at 7:34 is from Celeste. Cool Detail…

  48. Luke Mileto

    so the toy industry kinda effed up gaming and Nintendo followed that suit… 🙁
    Now that I think of it, toy industry is kinda messed up

  49. Their Teammate

    Hey is that Karl’s green screen?

  50. Patrick Roache

    Did you just use the Pheonix Wright background music I love this

  51. Nichole Howard


  52. Otorino

    This isn't only a problem with video games, majority of people just tend to stick with hobbies they have been doing since their childhood. You don't see many people take up, and stick with, things such as drawing or playing instruments in their mid 40s or 50s. People just aren't comfortable with being bad at whatever it is that they are doing. If that wasn't the case triple A video games wouldn't have such a narrow market, but neither would countless other leisure activities.

    That being said I do believe things are changing for the next generation, especially for video games since more and more boys and girls do have the necessary knowledge to play and enjoy more complex games.

  53. Derek

    Very well done. One of the best, most researched and genuine video essays I’ve seen in a long time. Keep it up 👍

  54. Isaac Mega9600

    At least the Wii tried to make a revamped Version of the first Nintendo console

  55. Billy Klason

    I think it is important that the person in question WANTS to learn how to play the game.

  56. Charles Briggs

    What's that first tag supposed to mean?

  57. RoughShadow

    Wow, the production-quality really went through the roof with this video.

    And one anecdote I can add: I'm not sure, but I think for all it's flaws Fortnite has helped a bit to break down the "just for boys"-stereotype. At least my 3 younger cousins, girls aged 16, 14, and 12, respectively, got a PS4 because of that game, despite neither of them being very "tomboyish" or interested in "boy-stuff", and the youngest one says she plays it with boys and girls from her school.

    And I think video-game-literacy could be better (self-)tought if it was approached in the same way video games developed historically: 2D-sidscrolling first to get a feel for the controller/keyboard, then maybe 2D-top-down to get used to a whole direction pad/WASD for movement, then 2.5D like the first Doom to get the basics of navigating in a 3D-space without yet having to worry about the camera, and then your "Phonics-game" to add the second analogstick/the mouse to the player's moveset.

  58. Zachary Nicholas

    Great video! I would like to add that there are a few more nuances in video game history where everyone was considered a demographic, specifically the Wii. Nintendo really hit a homerun with the Wii by making design choices that eased in the minority video game demographics by making the ui act like TV channels and the wiimote look like a TV remote with similar grasp and iconography. Also in the control scheme since a lot of games relied on motion which new comers could understand quickly. If you wanted to swing a racket, you only needed to swing your arm and sometimes give the controller a squeeze. This was huge because not only did they expand the players but the buyers. A lot of old folks homes still buy and have Wii's because it's accessible on top of the physical and mental health benefits. Even if it wasn't hardcore gaming, the Wii was pretty dope at getting families to play games together.

    Kinda seeing a renaissance of this with the Switch with people who may have had a Wii now in their 20-30s looking for what console will they enjoy and potentially their family.

  59. Raphaël

    TL;DW: It's all Atari's fault

  60. Ryan Saros

    6:00 Alternatehistoryhub has entered the chat

  61. You[']r[e] wrong

    I can confirm the complexity aspect with my father who used to play the old Anno games but hasn't touched any later entries due to being too complex.

    Most parents just assume a game is too difficult and complicated before playing it (and they are kind of right). An interesting thing would be if all producers of gaming platforma would pre install tutorial games like the FPS you made.

    Other than that, it is more or less our job as their children to find easy games which introduce them in save environments.

    Kids were able to learn gaming even when starting with (badly designed) NES games, because they habe far more energy and determination than our boomer parents and their negative pre biase.

  62. Gonzalo Cativa

    So this is one of the reasons why The Sims franchise is so successful, it appeals to a much wider audience

  63. Gonzalo Cativa

    My dad is 46 years old and every morning he is sitting on my PC playing PUBG, i tried to convince him on playing other games but he always comes back to PUBG, i wonder why, he simply saw me playing with friends and fell in love, maybe it reminds him of the old Counter Strike days? He used to play Delta Force with friends too

    PD: i also tried to show him the new Warzone COD game, he says it's too "complex"

  64. BitesizeBird

    The massive learning curve with controller and their control schemes is probably the biggest hurdle for someone to get into video games.
    Which is why I think we could be on the cusp of a resurgence of video games being for everyone with VR taking off.
    Controls in VR are much more intuitive given that they're base on your actual moment and gestures. There's a lot of appeal to the 'gimmick' of VR too and simply just existing in another world is so incredibly cool to almost everyone.

    Obviously there are hurdles with that, mostly being movement and motion sickness but once developers start to nail down movement that feels intuitive, freeing but also doesn't make you wanna vomit, I think introducing someone to video games is going to be a lot easier. Especially so when a lot of VR games are much simpler to understand. A lot of them aren't even 'games' but tools and experiences that allow user expression in so many different ways (VR Chat and those 3D art programs come to mind).
    Oh and the price is a big hurdle too, though if someone is willing to shill out $1000 for a new phone, then the same could be said for a VR setup as long as the advertising markets the devices heavily enough. If they market towards families again

    I think it's a bit of a shame that you didn't mention the Wii given how popular that system was to people of all ages and genders. Again, the controls and games were simple and there was a lot of marketing pushed towards the entire family demographic. I guess the reason why similar systems like the Kinect didn't take off like the Wii despite being marketed very similarly is that they were already tied to a console that was marketed towards that 5-25 male audience and not many grandmas are gonna go out of their way to buy a dang ol' Xbox that their young Jimmy spends too much time on.
    The PS2 was successful as well but that was just a beefy DVD player to some lmao

  65. CromemcoZ2

    I'm in my sixties. About half my friends are active gamers, so not impressed.

  66. BFlorry

    Just to throw it in here: If I remember right, women over 30 are one of the biggest demographics in games currently, because they play mobile games. I've heard some playing games in their parked car before they go to work, because of the stigma of it.

  67. Pumkin-Senpai

    Why does this only has so few views?

  68. KC Clark

    Frankly, I think that the primary market, moreso than the older ones, that game developers need to put more work into understanding is young girls.

    Just as young boys naturally created the market for more mature video games when they reached teen/adulthood, young girls would do the same. Most of the people in their 40s and older have played games since they were kids or with their kids. Building the video game literacy is easier at that young age, and opens the field for all sorts of players of all ages.

    That's why I thought, as the oldest sibling, that it was important to pass on my love of video games not only to my younger brother but to my younger sister as well. Games like Minecraft have also contributed a lot to this 🙂

  69. app tank

    Are u keeping up with commodore?

  70. Gabe German

    I see you Etra, I see you

    Edit: Gottem

  71. nerd.flick_now.smile

    videos games were never for boomers…

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