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<blockquote data-quote="EzekielRaiden" data-source="post: 8852804" data-attributes="member: 6790260"><p><a href="https://uxpamagazine.org/wii_usability_non_gamers/" target="_blank">User Experience Magazine, March 2007</a>: "The designers focused on simplicity and user friendliness of both the hardware and the games. Mr. Iwata insisted to his developers that, “These [games] will be the titles which can be played by anybody even if they do not have past game-play[ing] experiences, knowledge, and techniques. As soon as people see the software and are given the Wii Remote, they feel that they can do it…We did not include some functions but it is not because we couldn‘t do so. It was just that we eliminated them to make Wii a better proposal.”"</p><p>A less formal example, <a href="https://www.zoho.com/blog/general/the-nintendo-wii-excites-this-non-gamer.html" target="_blank">a blogpost from November 18, 2006</a>: "Nintendo Wii is product strategy executed right. Rather than getting beaten in the ultra-cool-graphics pissing contest, they have focused on getting non-gamers into the market. From the first appearances, they have succeeded admirably. Great show, Nintendo."</p><p><a href="https://www.reuters.com/article/uk-media-wii/wii-are-the-champions-idUKN0236164420070402" target="_blank">Reuters, April 1, 2007</a>: "“We’ve seen Nintendo expand the marketplace and grow it beyond the traditional gamer,” says Michael Gartenberg of Jupiter Research. “They really redefined the videogame experience by creating something new and different.” That innovation is the Wii controller, a motion-sensitive wand that allows gamers to control the action onscreen by waving the device about rather than jostling a joystick and pushing buttons. That controller and the games developed for it have captured the imagination of both the core gamer demographic and their parents, wives and other family members."</p><p><a href="https://arstechnica.com/gadgets/2006/10/wii-2/2/" target="_blank">Ars Technica, October 2, 2006</a> (second page): "The Nintendo engineers and managers seemed very excited about the Wii and the potential it has to make gaming more accessible to a wider audience." The first page of the same article explicitly talks about how they chose <em>not</em> to do what most gamers expected, chasing glitz and glamour, and instead built for other focuses.</p><p></p><p>Hopefully those are adequate to support the assertion.</p><p></p><p></p><p>I don't have any reason to believe it is that impractical.</p><p></p><p></p><p>And if that is in fact the bottleneck, there is <em>nothing</em> that can be done. I don't find the assumption "there is nothing, at all, that can be done" particularly useful. I would rather focus efforts on <em>trying</em> to do something until we have good reason to believe such efforts are futile than <em>presuming</em> that such efforts are futile and never finding out either way.</p><p></p><p></p><p>Why? That seems incredibly harsh. I haven't changed one iota of what I've said. Why is <em>doing a literature search</em> and becoming familiar with the academic background <em>moving goalposts</em>?</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8852804, member: 6790260"] [URL='https://uxpamagazine.org/wii_usability_non_gamers/']User Experience Magazine, March 2007[/URL]: "The designers focused on simplicity and user friendliness of both the hardware and the games. Mr. Iwata insisted to his developers that, “These [games] will be the titles which can be played by anybody even if they do not have past game-play[ing] experiences, knowledge, and techniques. As soon as people see the software and are given the Wii Remote, they feel that they can do it…We did not include some functions but it is not because we couldn‘t do so. It was just that we eliminated them to make Wii a better proposal.”" A less formal example, [URL='https://www.zoho.com/blog/general/the-nintendo-wii-excites-this-non-gamer.html']a blogpost from November 18, 2006[/URL]: "Nintendo Wii is product strategy executed right. Rather than getting beaten in the ultra-cool-graphics pissing contest, they have focused on getting non-gamers into the market. From the first appearances, they have succeeded admirably. Great show, Nintendo." [URL='https://www.reuters.com/article/uk-media-wii/wii-are-the-champions-idUKN0236164420070402']Reuters, April 1, 2007[/URL]: "“We’ve seen Nintendo expand the marketplace and grow it beyond the traditional gamer,” says Michael Gartenberg of Jupiter Research. “They really redefined the videogame experience by creating something new and different.” That innovation is the Wii controller, a motion-sensitive wand that allows gamers to control the action onscreen by waving the device about rather than jostling a joystick and pushing buttons. That controller and the games developed for it have captured the imagination of both the core gamer demographic and their parents, wives and other family members." [URL='https://arstechnica.com/gadgets/2006/10/wii-2/2/']Ars Technica, October 2, 2006[/URL] (second page): "The Nintendo engineers and managers seemed very excited about the Wii and the potential it has to make gaming more accessible to a wider audience." The first page of the same article explicitly talks about how they chose [I]not[/I] to do what most gamers expected, chasing glitz and glamour, and instead built for other focuses. Hopefully those are adequate to support the assertion. I don't have any reason to believe it is that impractical. And if that is in fact the bottleneck, there is [I]nothing[/I] that can be done. I don't find the assumption "there is nothing, at all, that can be done" particularly useful. I would rather focus efforts on [I]trying[/I] to do something until we have good reason to believe such efforts are futile than [I]presuming[/I] that such efforts are futile and never finding out either way. Why? That seems incredibly harsh. I haven't changed one iota of what I've said. Why is [I]doing a literature search[/I] and becoming familiar with the academic background [I]moving goalposts[/I]? [/QUOTE]
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