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Tracy Fullerton

"Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games"

As several generations of players
have grown up with digital games, most have continued
to play as they grow older: 40% of PC gamers
are over the age of 36, and 26% are between 18 and
35. The majority of game players have been playing
for more than six years. Figure 15.2 shows that gaming
is a phenomenon that people tend to continue once
they??™ve begun.
According to Entertainment So ware Association
President Doug Lowenstein, ???Video games have
become a leading form of mass market entertainment
as the core user has aged from the teens into
adulthood, and millions more casual gamers join
the hard-core gamers to drive market growth and
expansion.???2 All of these statements point to the
fact that digital games are no longer a niche market.
They are making the transition from being a pastime
to becoming an integral part of the entertainment
industry. This phenomenon is not limited to the United
States. The game industry is growing worldwide. The
United States might be the single largest market, but
countries like Japan, the United Kingdom, Canada,
and France are also known for their game industries
and high-quality products.


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