This means war

Democrats are considering a video game tax to fund their health care catastrophe and to discourage inactive lifestyles. It’s hard to imagine that a video game tax could bring in much money, and I’m not aware of any study that supports the hypothesis that taxing video games would result in healthier lifestyles.

Out of my gaming companions, most do not live sedentary lives. In fact, a surprising number are firefighters. On-duty firefighters need something to do while they wait around in the station for a call and video games fit the bill. I also understand that video games are popular among soliders deployed to inhospitable locations like Afghanistan and Iraq. (I generally don’t game with them, though, due to time differences and network latency.) Firefighters and soldiers would be surprised to learn of their inactive lifestyles.

This is all anecdotal, of course. But again, as far as I’m aware, these proposals are being made on mere conjecture. One would also get different anecdotes from children, I’m sure, but children are actually a small segment of the video game market:

As younger generations grow and have children of their own, more parents are playing video games than ever before – 36% of parents play video games. “Families that play together stay together” can now mean playing video games.

Eighty percent of gamer parents play video games with their kids.

Forty-seven percent of video game players are between the ages of 18 and 49. The fastest growing demographic is the 50-plus crowd. This doesn’t mean that kids aren’t playing video games anymore; far from it… they still represent 28% of all gamers out there.

More and more older Americans are playing video games than ever before. Video games are perfect activities for seniors by providing activity without physical stress. They offer health benefits with coordination, balance and endurance. 24% of Americans over age 50 played video games last year, and that number should only increase.

The average game buyer is 38 years old, five years older than the average player. This gap in age represents the scores of parents buying games for their children, and the tremendous influence parents have on sales.

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