Video game player
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A video game player is a person who plays video games or sometimes computer games. A video game player who plays video games as a regular hobby or routine almost everyday is a full-time gamer, and one who does not play them that often is a part-time gamer. Video game players are mostly from Generations X and Y. According to the Entertainment Software Association, as of 2004 an average video game player was born in 1974.
Video gaming is a traditionally male hobby. Until the 16-bit era, female video game players were extremely rare. Today, 30 percent of PC gamers and 20 percent of console gamers are female. Video game players who think older video games are more fun than newer ones sometimes call themselves old school gamers. Most gamers recognize two types of video game players: hardcore and casual.
Types of video gamers
Hardcore gamers are video game players that purchase many video games, make the purchase decisions independently, and have video gaming as their one of their top priorities. Most hardcore gamers are males and are within in an age group of 14 years of age to 30 (as determined by the Entertainment Software Association). Many in the video game industry consider hardcore gamers to be their core audience and sometimes rely on them as early adopters who will provide word of mouth advertising to casual gamers.
In contrast, casual gamers are occasional video game players who play only to entertain themselves. The age group is varied, ranging from children to advanced adults. This group tends to be more heavily saturated with women than other groups and is the most populous of any of the groups. What this group lacks in enthusiasm for the latest and greatest hardware and engrossing gameplay, they make up in sheer numbers. Some companies that specialize in casual games have become very successful just by making games that are easy to play and somewhat engaging, such as PopCap Games (makers of Bejeweled, Bookworm and Zuma). Several of the all-time bestselling computer games attracted the attention of casual gamers, such as Myst and The Sims.
An "old school" gamer is a video game player who believes that older (pre-32-bit era) video games can be just as entertaining as today's video games. Their opposites are called "new school" gamers. "Old school" gamers are partly responsible for the popularity of console emulation. Some collect old video games and prototypes, or are in the business of refurbishing old games, particularly arcade cabinets. The NES and SNES, Sega's consoles, Atari's 1980s era consoles, and the Neo·Geo are among the most popular systems to collect.
A competative gamer primarily plays games in a certain genre for the enjoyment of competition with other gamers, and possibly simply for money or other extrinsic rewards. The distinguishing feature of these gamers is that they may often not like a particular game within a genre but play it only because others do. This type of gamer is most often found in the fighting game and first person shooter genres.
Graphics versus gameplay
It is often argued by old school gamers that, in the past, video game companies had to focus on game attributes other than graphics, due to the graphical limitations of the 8-bit and 16-bit consoles. However, it would be wrong to say that during the older generation of games, graphics didn't matter, period. Many games beloved by old school or "classic" gamers, such as Chrono Trigger, Final Fantasy VI, and Super Mario World, were praised for their graphics when they were released and were sold via advertising featuring graphics specs and screenshots. Graphics have always been an important part of the industry, dating back to the static-cling overlays packaged with the first console, the Magnavox Odyssey, and the colored screen which made arcade versions of Breakout appear more impressive.
It would be equally wrong to say that the current generation focuses on graphics to the absolute exclusion of all else. Graphics may sell a game early on, but word of mouth can quickly ruin its reputation, especially in this age of rapid communication. However, the trend toward a more passive, movie-like experience (via full motion videos) has alienated many of the old school crowd.