Nintendo is "kiddie" confirmed?
93% of users are over the age of 18
That was my thought as well. Sure, it's "just" eShop users, but still. So much about "Nintendo is for children!!!!one"
Nintendo is "kiddie" confirmed?
93% of users are over the age of 18
As for the age brackets, it's telling that the people who grew up playing the NES, SNES, N64, and the GCN are the majority playing on the Wii U.
Pffft everybody knows today's younger generation take more time growing upThat was my thought as well. Sure, it's "just" eShop users, but still. So much about "Nintendo is for children!!!!one"
These kind of numbers are probably the context for Miyamoto's quotes in the EDGE interview.What's funny is that back in January 2014, Iwata said that he felt Wii U's advertising wasn't doing enough to target kids, yet 2013 was pretty much dedicated to targeting kids and families. Even Donkey Kong Country and Mario Kart 8 has been aimed at kids.
The advertising campaigns or the games?What's funny is that back in January 2014, Iwata said that he felt Wii U's advertising wasn't doing enough to target kids, yet 2013 was pretty much dedicated to targeting kids and families. Even Donkey Kong Country and Mario Kart 8 has been aimed at kids.
Interesting metrics. Was pretty sure that the age distribution was more concentrated on a younger audience.
Kinks get worked out. Look at Steam.
The advertising campaigns or the games?
I feel the games have a lot of appeal to people who have played these series since the SNES/N64 days which would match up with males in the two most common age ranges.
The advertising campaigns or the games?
I feel the games have a lot of appeal to people who have played these series since the SNES/N64 days which would match up with males in the two most common age ranges.
Nintendo is preparing a number of Wii U games for next year that greatly appeal to highly skilled users, but at the end of this calendar year (2013), we have quite a few offerings that can be played by the whole family, dad and the kids, or grandparents and the kids.
These kind of numbers are probably the context for Miyamoto's quotes in the EDGE interview.
Edit: also, amiibo seems like a response to the current strategy to appeal to kids not working.
Interesting metrics. Was pretty sure that the age distribution was more concentrated on a younger audience.
That was my thought as well. Sure, it's "just" eShop users, but still. So much about "Nintendo is for children!!!!one"
It really shows how Nintendo has completely lost the kids demographic in 20 years. They've always tried to keep it; but kids just moved on.
The demographic numbers are more interesting to me. God damn did Nintendo seemingly lose the kids.
Wow, the lions share of their users are over 18. Only 6% below? That one I did not expect. Kind of interesting given the societal view (deserved or not - I'm not getting into that debate) of Nintendo being the kiddy game company.
I guess it's not a full measure of whose actually playing the Wii U though, a lot of kids may do little more than pop in the game mom and dad bought them.
These kind of numbers are probably the context for Miyamoto's quotes in the EDGE interview.
Actually assuming this is accurate
Which I think is likely [it appears to be from here]
The Wii had something like a 70% Male / 30% Female split [40M versus ~16M on that graph] so a 60/40 split seems unlikely on the Wii U as it clearly fails to attract the same number of casuals
I do think that a jump up to 93%/7% is quite high but it's probably not crazy far off considering the likely demographics buying the console
But how many of those over 18 are like me who are just buying the games for their kids but not actually the one playing? I don't think most kids have their own credit card.
I'd assume most families only use one NNiD connected to the eShop, and if you want to tie a credit card to it it makes sense for a parent to be charge of the account
I see your point. It is still a pretty radical shift regardless. 60/40 wasn't the end all figure, and 70/30 is somewhat inline with that much like a straight up 50/50 deviation. Going more than 20% change just leaves me thinking "wow" for some reason. I suppose I'm over reacting slightly.
Exactly. With the Nintendo account system, this is the most logical answer.I don't really think the eShop accounts are necessarily very representative of the consoles userbase in general. I admit I don't actually know how multiple NNiDs on a Wii U works, but I'd assume most families only use one NNiD connected to the eShop, and if you want to tie a credit card to it it makes sense for a parent to be charge of the account
It really shows how Nintendo has completely lost the kids demographic in 20 years. They've always tried to keep it; but kids just moved on.
The iPad is the Game Boy of today. I don't know if kids will know what a PlayStation is in a decade or two, let alone Wii-anything.It really shows how Nintendo has completely lost the kids demographic in 20 years. They've always tried to keep it; but kids just moved on.
I wonder how they're getting this metric. I imagine part of it is who the main account on the system is, whose credit card is tied to said NNID. I mean my girlfriend just signs in with my account anyway, even if she has her own, and she buys stuff under my account. Or kids buying under their parents' account etc. I really wonder about how skewed this data is from cases like that.
That's a really low female number.
This. I feel the data is essentially reflecting who the audience is that sets up online and eShop on Wii U, not necessarily who all then uses it.
I really doubt that this is the case (some of you are looking way too deeply into Miyamoto's weird quotes...)
I think it's quite likely that their aren't enough kids on the device (going by Nintendo's own statements and reactions) but, this data only pertains to the users on eShop and is quite limited in terms of telling us what the overall picture is for the WiiU when it comes to the question of "Who is using this thing??"
It's still the stats of 70% of all connected users, who visited the eShop (it seems it's not just about users, who bought stuff - why would children or especially teens not visit the eShop at all? there's also free DLC and few free games here and there, there are also demos). Even if we assume that the remaining 30% are little children, well that won't change much.
Yeah that and the tremendously skewed gender ratio is what surprised me.
WiiU is not popular at all with kids and female gamers.....something I would of thought Nintendo to do much better at.
Seems completely believable for a console.
I think the female demographic is heavily concentrated on mobile and Facebook, not on consoles.
I just laughed because you hear so much chatter about Nintendo being the family friendly platform, when actually there are virtually no kids playing WiiU. Mario 3D Land, Mario Kart, Pikmin, all being played by old man (relatively) Nintendo fans. There is no future in that dwindling pool. Time to go after core gamers again Nintendo. Loving Miyamotos recent comments.
These kind of numbers are probably the context for Miyamoto's quotes in the EDGE interview.
Edit: also, amiibo seems like a response to the current strategy to appeal to kids not working.
I just laughed because you hear so much chatter about Nintendo being the family friendly platform, when actually there are virtually no kids playing WiiU.
Yeah I think so. If the triple AAA market was that big on PC we'd see a lot more publishers focusing on it.Wow at PC gaming's female representation. I wonder if that includes facebook/browser games which were much stronger in 2010?
What statistics support this? Surely you don't actually think the eShop demographics is indicative of the overall userbase.
I'm guessing most female Nintendo fans are 3ds/ds owners?
Also, the dearth of Virtual Console games is especially baffling given the age demographics.
It's 63% of the userbase. Normally, that would be more than as a sufficient sample size, but, of course, we don't know how they got that information. Does it take into account multiple people using one account? What if a parent makes an account for a child, but uses the parent's information?
At the very least, what this data tells me is that, if you're making an eShop game, it should probably be a "hardcore" game. So more stuff like Shovel Knight and the Fall, and less stuff like Bejeweled or whatever. Also, the dearth of Virtual Console games is especially baffling given the age demographics.