innerdude
Legend
I'm sort of approaching this thread from my job title as a marketer--
How would we really define this "New Generation" of gamer that has been bandied about as being vital to the continued health and prosperity of pen-and-paper RPGs?
How old are they?
Where do they live?
What income bracket?
How do RPG companies expect to reach them? Media? Which ones? Word-of-mouth?
How much demographic crossover is there really between the World's Most Popular Online MMO Game and the World's Most Popular Roleplaying Game?
How do the game companies expect to retain said clients once they've "attracted" them in the first place?
How "mainstream" does said demographic really sit?
I ask this question because of the thread started earlier by a 13-year old, asking about systems for his group of friends, and I thought, "Hmm, if I was 13 right now, how would I go about learning about RPGs--or, how would I have heard of them in the first place?"
I think we could define a typical game producer's "ideal client" as being someone in their early to mid-20s, with some disposable income, and with enough time to invest weekly/monthly in some type of material.
But how do we define the "ideal but-not-yet-a-gamer," and how are the game companies really trying to attract them to the hobby?
How would we really define this "New Generation" of gamer that has been bandied about as being vital to the continued health and prosperity of pen-and-paper RPGs?
How old are they?
Where do they live?
What income bracket?
How do RPG companies expect to reach them? Media? Which ones? Word-of-mouth?
How much demographic crossover is there really between the World's Most Popular Online MMO Game and the World's Most Popular Roleplaying Game?
How do the game companies expect to retain said clients once they've "attracted" them in the first place?
How "mainstream" does said demographic really sit?
I ask this question because of the thread started earlier by a 13-year old, asking about systems for his group of friends, and I thought, "Hmm, if I was 13 right now, how would I go about learning about RPGs--or, how would I have heard of them in the first place?"
I think we could define a typical game producer's "ideal client" as being someone in their early to mid-20s, with some disposable income, and with enough time to invest weekly/monthly in some type of material.
But how do we define the "ideal but-not-yet-a-gamer," and how are the game companies really trying to attract them to the hobby?