First, thanks for the response. As usually it's well written and well thought out.
I'm not suggesting that lots of middle-aged adults are entering the hobby, but given the mainstream acceptance and prevalence of D&D being shown/mentioned in media, some have to be curious enough to try out the hobby for the first time. And then there are the parents of kids new to the hobby that try it and are brought in that way. I also think there are a significant number of people in the 18-30 range that brought into the hobby as well.
The WoTC demographics released recently show that 60% of those that play D&D right now are 25+ in age, so the minority of players are in the 13-24 range where money is also as a whole the tightest. The majority of D&D players are also in the age groups with greatest disposable income.
My contention in this thread is that the game should not be aimed at the 13-24 crowd and that is born out by both that group being smaller than the 25+ crowd, but also by the larger group having the most money with which to buy the books and merchandise. I have also said that the smaller group should not be ignored, but rather should have a very significant portion of the game aimed there way. The larger group with the most income to purchase the products should have more than that aimed their way. It should be a mix that takes both groups into consideration, but leans towards 25+.
I just found this paper that is an interesting read. The accuracy is a little suspect, given that more than 60% of the responses were from the 24 and under crowd, but the demographic breakdowns are interesting to look at.
Thank you, and you as well.
That said, I'm going to respond in a few ways. The first is by noting something that you haven't really grappled with-
time. Regardless of the amount of disposable income you might have, it's practically a truism that, until retirement, must people have declining available
time after they are young adults. Little things like "work," and "family," and "oh my god I have to do something about the plumbing before my house floats away," tend to interfere. And this is compounded by the social nature of the game- you're not just dealing with your middle aged schedule, but multiple middle aged schedules. Put another way, the amount of
time that I had to play in my teens and early adulthood (junior high, high school, college, graduate school and post-college working) dwarf the amount of time I have to play now.
Next, while you have done a great job of
generally supporting the idea that older people have more money than young people (which I personally call the "olds rule, young whippersnappers drool" law) that doesn't really apply to most cases. I can't speak for you, but I managed to get hold of a LOT more playing materials in my youth than I do today. Sure, I can
afford more, I guess. Mortgages don't need to be paid, right? But back then, I didn't have to worry about paying for my food, shelter, and so on- it was all discretionary. Yes, I understand that I was privileged, but this is true for a lot of kids- basic needs are being met, so their money is for the things they want, not the things that they need. Not to mention studies of teen income don't take into account other "wealth transfers," like gifts- "Sure, Timmy, we'll get you some D&D stuff for your birthday."
Finally, I will point out that I deal a lot with high school kids. And while they don't all come from the same socio-economic backgrounds, I am constantly amazed at what they
can afford with their income. Based on your surveys, none of them would have phones. Or cars. Or videogames. Or go out to eat. Or, for that matter, none of them would go to the movies- and yet, if it wasn't for the teens that go there to "hang out," (ahem), our local movie theater would have gone out of business.
Again, I appreciate what you're saying- I want stuff that's made for me, too! But the last time D&D was truly marketed for an adult audience was, well, the 70s. I think there's a section in
Game Wizards when it's disclosed that TSR learned that a year or so after the Egbert incident, the majority of their sales were to the youth demographic. And it's been like that ever since. If anything, we've been fortunate that a lot of D&D products haven't been catering too extensively to that market, although they have been leaning pretty heavily into the PG-13/PG direction for a while.
IMO, YMMV, etc.