ABSTRACT

For as short a time as the game industry has existed, its impact on the electronic media field has startled the leaders of both businesses. With greater detail, increased settings, and complex characters and objects, the games of today attract a growing number of adults. The average age of game players is approaching 30, with both men and an increasing number of women as old as their early 40s attracted to game playing. The shift in age means games must offer more than simple plots and repetitious violence and gratuitous sexual attacks against women. For you, the challenge then is to maintain the feeling and historical challenge of new games without driving away potential audiences of either the young fans or the older players.