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<blockquote data-quote="SpiralBound" data-source="post: 2507559" data-attributes="member: 8396"><p>By all means, feel free to disagree. I didn't mean to imply that I "know all" and am 100% correct. It's just my personal theory. I've known teenagers with considerable money to waste on "non-essential" persuits, but of course not all teenagers are alike in all places of the world. No doubt in some areas the average teenaged gamer doesn't have any money and isn't able to amass their rpg collection until their 20s. Either way, the detail of which time period they buy their books in wasn't the primary thrust of what I was talking about. My primary point was regarding how gamers transition through stages of "connectedness" to the currently selling version of D&D as they age, and eventually drop away from the leading edge to the evolution of the rpg system, ceasing to be a majority of the actively purchasing rpg consumerbase.</p><p></p><p></p><p></p><p>Hmmm.... So would you theorise that your average 12 year old gamrer gets hooked on the system prevalent at that time in their life, ends up buying it or the very next version when they hit their 20's and have more money, and then drop off in numbers <em>(at least in terms of affecting rpg sales)</em> in their late 30s?</p></blockquote><p></p>
[QUOTE="SpiralBound, post: 2507559, member: 8396"] By all means, feel free to disagree. I didn't mean to imply that I "know all" and am 100% correct. It's just my personal theory. I've known teenagers with considerable money to waste on "non-essential" persuits, but of course not all teenagers are alike in all places of the world. No doubt in some areas the average teenaged gamer doesn't have any money and isn't able to amass their rpg collection until their 20s. Either way, the detail of which time period they buy their books in wasn't the primary thrust of what I was talking about. My primary point was regarding how gamers transition through stages of "connectedness" to the currently selling version of D&D as they age, and eventually drop away from the leading edge to the evolution of the rpg system, ceasing to be a majority of the actively purchasing rpg consumerbase. Hmmm.... So would you theorise that your average 12 year old gamrer gets hooked on the system prevalent at that time in their life, ends up buying it or the very next version when they hit their 20's and have more money, and then drop off in numbers [i](at least in terms of affecting rpg sales)[/i] in their late 30s? [/QUOTE]
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