Sunday, December 04, 2005

Which Cliches ARE Acceptable?

"Gamers report glitches with Xbox 360. Problems include (but are not limited to) crashing, error messages, and a wide-spread inability among users to interface successfully with women."

Entertainment Weekly, 12/9/05, page 14

"Xbox 360 sales surge. Nintendo inaugurates wireless gaming network. Nerds rejoice."

Entertainment Weekly, 12/9/05, page 22

"2005's holiday-movie cornucopia runneth over with characters of all sexual persuasions. Some are innovative; others merely update the hammy caricatures that have been Hollywood's traditional -- or, to some, offensive -- fallback for decades. (Progress is never quick, but at least the hoary lisp cliche seems to be a goner.)

Entertainment Weekly, 12/9/05, page 37

Okay.

Some facts, courtesy of the Entertainment Software Association:

U.S. gaming sales in the U.S. in 2004 reached $7.4 billion, more than twice what they were in 1996. Seventy-five percent of American heads of households play video games.

Forty-three percent of all game players are women. In fact, 28 percent of game players are women over the age of 18, vs. only 21 percent who are boys between 6 and 17.

Thirty-nine percent of the most frequent gamers are over 35 years old, as many as are between 18 and 35. In 2004, 19 percent over the age of 50 played video games, an increase from 9 percent in 1999.

The average adult woman plays virtually the same number of hours per week as the average adult man (7.4 hours vs. 7.6 hours). Online game players: 60% male, 40% female.

In 2004, more than 248 million computer and video games were sold... almost two games for every household in America.

At what point can we finally put this particular hoary cliche to rest?

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