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by ivarkotnik 5064 days ago
I might be completely off the track.. But as it is games we are talking about of which mostly attracts the <18 year old audience...

How many of those have a credit card readily to pay for apps and games on an android phone?

1 comments

The average gamer is 37 years old. http://en.wikipedia.org/wiki/Video_game_culture#Demographics

A game like dead trigger might attract a younger audience than that, but I guess we're still talking adults here.

"Gamer" is an unbelievably broad term, akin to an average "reader" age of anyone who reads something. The pdf (can't find any actual study confirming any of that data) sourced on wiki doesn't explain what most of those extremely broad terms mean. My mom is 59 and plays games on facebook nearly every night, so that makes her a "gamer" too.

I wouldn't even consider that an accurate number for the Android gaming platform. Overall that's no more valuable of a number than it's stated, which is incredibly insignificant.

I would say that a majority of game pirates aren't causing lost sales (i.e.: if piracy was suddenly made impossible, those people just wouldn't play the game at all). I know of a few documented incidents offhand where an outbreak of piracy led directly to increased sales, for what it's worth. Not to say that piracy DOESN'T lead to a lost sale, but that rather the losses are vastly overstated in "big picture" estimates. Like so much else in the world, the truth is much more complicated than any one absolute answer.