ABSTRACT

There have been many reports of games being played in assisted-living facilities to sharpen reflexes and cognition. And of course, family members of all ages are playing together. There is no longer a gap between gamer generations. Probably because, as the Entertainment Software Association’ report states, those 65 percent of American adults who play video games are parents (Gen-X) and grandparents (Boomers) who have been playing video games for 25-plus years. Older members of the population make up a huge portion of continuing education students. And even the youngest child expects a certain level of engagement that comes from quality game design and storytelling. There have been a number of attempts to design games strictly for women. Yet there is ample evidence that this approach simply creates a self-imposed ghetto for female players. Men are far less likely to play games designed explicitly for women, limiting the market for such games.