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Thread: Just how badly does Microsoft want the Xbox One to fail

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  1. #21
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: Just how badly does Microsoft want the Xbox One to fail

    Quote Originally Posted by Gelatinous Cube View Post
    I also never buy used games anymore, but I sure did when I was younger and I think its quite unfair to push them out of the market. If not for used games, i'd have never had any games at all as a kid.
    This is true, but also deceptive. The reality is that consoles have been devices for adults for many years now. When I was a kid, I saved up my allowance and gift money for a year and bought the most basic NES set at $100, and that was shortly after release. Games were still expensive then ($40 per, IIRC), but I could get a couple a year if I saved my money. Basic console sets now are priced well out of the child/teenager market. These things are purchased by adults and their features are targeted at adults. If children have access to consoles now, it is because their parents buy them. MS and Sony are not aiming at the market of people who want to save $20 on a game, they're aiming at the market of people who can pay $500+ for an electronics device and then $50+ for games. Those aren't kids. A device that is aiming at the lower cost market is the Ouya.

    In any case, the days when the console was something for children only is long gone. It's an adult/family device now:
    http://www.theesa.com/facts/

    1. Consumers spent $24.75 billion on video games, hardware and accessories in 2011.
    2. Purchases of digital content accounted for 31 percent of game sales in 2011, generating $7.3 billion in revenue.
    3. The average U.S. household owns at least one dedicated game console, PC or smartphone.
    4. The average game player is 30 years old and has been playing games for 12 years.
    5. The average age of the most frequent game purchaser is 35 years old.
    6. Forty-seven percent of all game players are women. In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (30 percent) than boys age 17 or younger (18 percent).
    7. Sixty-two percent of gamers play games with others, either in-person or online.
    8. Thirty-three percent of gamers play games on their smartphones, and 25 percent play games on their handheld device.
    9. Seventy-three percent of all games sold in 2011 were rated "E" for Everyone, "T" for Teen, or "E10+" for Everyone 10+.
    10. Parents are present when games are purchased or rented 90 percent of the time
    Last edited by TinCow; 06-07-2013 at 21:36.

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