Interestingly, I recently happened across this quote in a fashion magazine. I clipped the article but threw away the magazine so I can't say with certainty which one it is from, but this is the direct quote:
Quote:
POWER PLAYS
Once dominated by adolescents, online games are getting a face lift and becoming relaxation and entertainment for a booming and trendy female demographic.
WHO'S GAMING: Women are venturing into the gaming world in record numbers. "According to our recent survey, 71 percent of women playing computer games are 40 and older," says Jason Kapalka, co-founder and chief creative officer of PopCap Games. The survey showed that 88 percent of female gamers said they play to relieve stress, and 74 percent identified mental exercise as a significant benefit.
WHY IT WORKS: The games plug into sporadic pockets of time, granting access to a virtual world that provides cognitive exercise. Progress saves automatically, eliminating the need to restart. According to psychologist and author Dr. Carl Arinoldo, "Casual nonviolent word and puzzle computer games can also develop new cellular brain connections, keeping the brain healthy, active, and vital."
So, at least of the female gaming population, 71 percent are 40+ according to this survey. From personal experience, I find this true. I first became involved in online chat rooms via IRC (Internet Relay Chat) shortly after the IBM Personal Computer was introduced in 1981. Those that I chatted with on a daily basis were my age or older. As the PC clones began flooding the marketplace, driving down the initial price of an IBM PC - approximately $7500+ with 128k RAM when first introduced - making a PC more accessible to less affluent clientele plus software becoming more sophisticated, it would make sense that those of us who were adults when the PC was first introduced and enjoyed being online would continue participating in various ways, one of which is gaming.
I was invited to play EQ in 1999 by two friends from an IRC chat room. Because they were my age plus never having played an MMORPG before, I assumed everyone in the game were also adults. Thus I was quite taken aback when I was medding on the wizard spire in North Ro (not sure if it is still there) and was IM'd by a wizard asking if I would be his girlfriend and presenting me with a ring he had just fashioned. As I was formulating my answer, he continued, "How old r u? I'm 12." ACCCCKKKKKKKK!!!!!!!!!!
The guilds I have been in were primarily composed of my age group. In retrospect this could be partly due to my joining casual, family-style guilds who were not interested in raiding.
I have been primarily a part of SecondLife the past 3 1/2 years. As SL is a virtual community and not a game, the age range is wide due to the vast amount of diverse content; however, due to the "adult nature" of some of the SL community, one previously had to be 18+ to join, with a separate teen grid for 12-18. That was changed about a year ago. The teen grid was closed, 16+ is now the new age limit, and everything overtly "adult" was moved to a separate region where one has to be age-verified to enter. Again, it could be due to the places I frequent in SL, but most of the people I encounter are minimally 35+ with most being older.
Me? A lady never divulges her age. :) But let's just say that 40+ is accurate.
EDIT TO ADDD: The mid-40's are among the youngest of the Baby Boomers; the oldest entering retirement age. This generation was also known as trend-setters. It stands to reason that this age demographic (in general) would have the interest, the income, and the time to engage in their chosen past times.
Edited, Oct 15th 2011 12:57pm by Azalysa