| Well to me the question is: How many too-young-to-work online gamers are there who have parents willing to pay for their subscriptions / games / in-game purchases? We already know that these kids who don't have enough (or any of their own) money have a computer, internet access, and the ability to purchase all of the peripherals and a game needed to play. What's making companies stop and say, "We don't think the people who made these non-working kids positioned to be our customers (e.g. they have the minimum hardware needed to play their game / products) will spend any more money on them."? Are there more kids whose parents buy them computers and allow them to play games than there are corporations / businesses? Do all corporations / businesses and products made for corp/bus only allow for micro-transactions or are their products a monthly/yearly subscription fee (fixed rate) or is it a one time purchase? Are we expecting future generations to stop buying computers and games for their children? Are we expecting children to stop being born or stop growing old enough to be able to use our products? It's a demographic that's got infinite potential and every year there is a new set of customers. And, if you get on any single customer's good side they can become loyal, paying customers when they reach an age where they are no longer price-averse. |