Doug: I'm really not sure where Steel Wind draws the line between 'casual gamer' and 'lifestyle gamer', and I suppose we should ask him for a precise definition lest we risk misunderstanding him too much.
Lifestyle gamer:
Any individual who meets
ALL of the following criteria:
- has been playing roleplaying games for more than three years;
- is no longer a fulltime student attending high school or university/college for an undergraduate degree;
- plays RPGs at least once a month; and,
- spends more than $100 a year on RPG games and accessories
If you meet this test, you are a "lifestyle gamer". My guess is that the large majority of ENWorlders meet this test, and of the ones who do not meet that test but are members on ENWorld, the reason they don’t meet it is due to their age/educational stage. Otherwise, those tendencies and interest are why we are all here, after all. Problem is, we tend to project this identity upon others and assume that most gamers meet this test. In fact, the vast majority of gamers do not. The vast majority of gamers are, instead, casual gamers (those who do not meet this test.)
Why apply these requirements for the definition? Because marketing data collected by the industry (principally WotC in the wake of the purchase of TSR) determined a few key indicia of who their customers are, when they start being customers - and when they stop being customers.
That process is called "churn" and understanding customer churn is vital to understanding the RPG business.
It turns out, according to Ryan Dancey and based upon information collected ten years ago, that the vast majority of gamers who play RPGs play them for three years or less, usually commencing in high school or university. They play as "casual gamers", having played RPGs and spent some money on them - but do not yet meet the test for "lifestyle gamer". They are casual gamers because they are overwhelmingly expected to become "lapsed" gamers and to exit the hobby through player churn when they move and leave their adolescent / young-adult social circle in their late teens and early 20s. Dancey threw around the numbers of "close to 80% leave after three years". I have no idea if that is still true - or if it was ever true - but I expect Ryan Dancey is not in the business of misleading people and he had access to the data at the relevant time. I expect that he was telling it the way it is.
Pay attention to that number. That means that 80% of the people who buy the Core Rules of the D&D edition of the day are not going to be playing RPGS three years from now. That reality has a PROFOUND impact upon the design and marketing decisions of a game publisher.
Why casual gamers leave the hobby varies from individual to individual to individual, but the biggest reason marketing research identified was that the individuals moved and left behind their previous gaming group. That event more than any other has been identified as how people "churn out" of the hobby. They don't leave because they can't find a DM. They know *exactly* where their DM is; he's hundreds (or thousands) of miles away -- and as a consequence, he's no longer their DM at all. Same thing as concerns the rest of their social circle they gamed with. And at that point, that usually means the player becomes a "lapsed" D&D/RPG player.
If all you had to do was "train DMs" it would be easy. But that's not what you have to do. You also have to steer people together and enable them to meet up not only with a DM - but with
an entire group of people. That's not easy to accomplish. In fact, it's quite damned hard to do, even with the Internet. And even when they meet up - they have to "click" together as at least "gaming friends", and preferably out of game friends too. That's not an easy thing to accomplish.
That's what D&D Encounters is all about -- and it is what previous organized play sessions conducted by the RPGA is all about, too. It's not about teaching people to play D&D -- that is a wholly secondary misison. It's about getting people together with other like-minded people who want to learn how to game so as to enable them to either form a group toegether outside of organizedp lay (usually) or otherwise attach themselves to an existing gaming group (less usually). Once those social bonds are forged and you have a group to play with - the hard part is over.
Not only do you have a DM - you have an entire gaming circle. You're up and running - until you up and move, that is.
Moving away from a gaming circle is most likely to occur in the years following high school and university. Once that stage has passed and you are still playing regularly - the chances of you leaving the hobby diminish sharply. In short, that's the point where Darth Hasbro proclaims "
I have you now".
Bam - you are a lifestyle gamer. Doesn't mean that you will not stop playing at some point and become "lapsed", but the chances of that occurring are MUCH less than they were if you lost your gaming group after you moved and relocated in your early 20s.
Other life disruptions can cause a gamer to stop gaming of course. They are various and sundry, but GFs/wives, children and jobs will all take their toll. So will competing leisure activities (Hello WoW/golf/fishing/*whatever*)
Player churn still occurs through all stages of life. I would caution, however, on relying upon the analysis that Ryan Dancey has mentioned frequently over the past years when it comes to spending habits tied to age. I am not saying that his data is wrong. I think his data was spot on
when it was collected. But that data is examining a demographic at a particular point in time (ca. 2000) and as such, that data is expected to change over time, too. I think the data Ryan Dancey has mentioned on spending habits among gamers who are older than 35 was accurate when it was collected - and is now DEAD wrong.
That's just me. I may be DEAD wrong, too.