Daylila

Gaming · Wednesday, 10 June 2026

01 · Briefing · what happened

The richest gamers in the world, and almost no one is making games for them

Gaming 5 min 80 sources

A wealthy, growing audience of players over 55 keeps spending while the rest of the industry shrinks — but the people who build games, and the dashboards they watch, can barely see it.

Key takeaways

  • Players over 55 are a large, growing, wealthy group — 6.62 million in the UK alone — yet almost no studio builds for them, even as the rest of the industry shrinks.
  • The industry can't see them partly because its dashboards count daily logins, matches, and session length — metrics built around young, frequent players that make a steady older spender look invisible.
  • The same blind spot shapes design: testing skews young, so the moment that loses older players — coming back to a sprawling game after a break — never surfaces.

The most striking number in the games business this week wasn’t a layoff count or an acquisition price. It was a market the industry is leaving on the table. Analysts at last week’s Nordic Game conference and in interviews with GamesIndustry.biz laid out a plain case: there is a large, fast-growing, cash-rich group of players that almost no studio is building for — people over 50 [27].

The number that doesn’t add up

In the UK alone, there were 6.62 million gamers aged 55 or over in 2025, projected to reach 7.32 million by 2031 [27]. Across Western Europe, the 55-plus group was 51.89 million in 2025 [27]. These are not lapsed players who quit at 30. They grew up with games and never stopped.

And they have money. Joost van Dreunen, a games analyst and former head of the data firm SuperData, told GamesIndustry.biz that the over-40 segment in the US is on track to grow from $19 billion in 2022 to $43 billion by 2030 — a 132% rise “at a moment when the rest of the industry is shrinking” [27]. The contraction is real: studios have cut thousands of jobs over the past two years, and this week alone the mobile studio Metacore laid off 159 people and closed offices in Germany and Sweden [17].

So one part of the market is growing fast while the whole is shrinking. That is the kind of gap a business is supposed to chase. Most aren’t.

Why the industry can’t see them

The simplest answer is who’s in the room. “Developers have been ignoring older gamers for the same reason it took them decades to discover women,” van Dreunen said. “The industry has spent 40 years chasing the same narrowly defined audience because it was the safest bet, until everyone was chasing it” [27]. He put it sharply: imagine if Hollywood only made movies for 18-year-old men. That is roughly the bet games have made.

But there’s a deeper, more mechanical reason — the measuring tools. Older players are “the least visible in the industry’s dashboards because the metrics were built around younger players who compete frequently,” van Dreunen said. “Older lifelong gamers don’t, but they keep playing, and they keep spending” [27]. A game’s dashboard counts daily logins, matches played, session length, competitive rank. An older player who logs in twice a week, plays for an hour, and buys what they want scores low on every one of those — and so registers, to the people watching the numbers, as barely there. The audience isn’t missing. The ruler is.

A design problem hiding inside a market problem

Matthew Ball, the veteran analyst installed last month as Xbox’s chief strategy officer, named where this group actually slips away. It isn’t the first 30 minutes. “Most games don’t lose players after 30 minutes, they lose them much later. You put the controller down and you don’t come back” [27].

His point is about how games handle a returning player. Studios pour effort into the opening tutorial, then nothing. Come back after two weeks and the map has grown, the skill tree has sprawled, and you’re lost. “When there’s user testing, it’s usually not asking: ‘how hard is boss nine for a 58-year-old who hasn’t touched a controller in over two weeks?’” Ball said [27]. The test group is young and plays daily, so the thing that loses older players never shows up in testing. The blind spot in the metrics becomes a blind spot in the design.

Where the gap might close first

The people already serving this audience aren’t chasing cinematic blockbusters. Larry Kuperman, until recently a business-development VP at remake studio Nightdive, argues the older crowd won’t be buying expensive PCs or next-gen consoles — especially after the hardware price rises of the past year [27]. (Nintendo’s Switch 2 sales in Japan dropped 87% in a single week after a surge of buyers rushed in ahead of expected cost revisions — a sign of how price-sensitive even the core market has become [17].) Kuperman points instead to low-powered platforms, cosy games, and retro: brands an older player already recognises. “If you say to somebody over 65, ‘it’s a souls-like’, they won’t understand. But if you mention Star Wars, they go, ‘Yes, I know that brand’” [27].

Andrew Byatt, who runs the retro-handheld maker Blaze Entertainment, says many of his customers are lapsed gamers returning after years away — drawn by short, recognisable games that fit a busy life. His most powerful marketing tool isn’t TikTok. “Our email list is gold,” he said. “It’s more powerful than our social media channels” [27] — another quiet sign the whole apparatus the industry built to reach young players misses this one.

Jack Emmert, who rejoined MMO maker Cryptic Studios as CEO this year, put the business case bluntly: “Give me a 50 year old every day over a teen. The 50 year old has disposable income… they want their childhood back” [27]. He’s 57 and designs around his own hands now: “I can’t do twitch games for more than 30 minutes at a time, because my hands hurt” [27].

The opportunity isn’t hidden. It’s been sitting in plain view, the way women players did for years before anyone built for them. The first studios to actually see it, van Dreunen says, “will capture a structural advantage. The rest will arrive 10 years late” [27].

02 · Lesson · why it matters

The ruler decides who you can see

When a system measures the world with one ruler, the people that ruler can't count slowly stop existing to it — not because they left, but because nothing was built to notice them.

A market hiding in plain sight

There are 6.62 million people over 55 playing games in the UK. They have time and money, and they keep spending while the rest of the industry shrinks. By any normal business logic, studios should be racing to build for them.

Almost none are.

The puzzle isn’t that the audience is small or poor or hard to reach. It’s that the people running the games business can barely see it. And the reason they can’t see it isn’t stupidity. It’s the ruler they use to look.

What you measure is what you build

Every modern game watches its players through a dashboard. Daily logins. Matches played. How long a session runs. Where in the competitive ranking you sit. These numbers feel like simple facts — a count of what’s happening.

They aren’t. They’re a choice about what counts as happening.

A 58-year-old who logs in twice a week, plays for an hour, buys the thing she wants, and logs off scores low on every one of those measures. Low daily logins. Few matches. Short sessions. No competitive rank. To the dashboard, she’s barely there — a faint signal, easy to ignore. To the business, she’s a near-empty seat.

But she isn’t barely there. She’s a loyal customer with disposable income who has been playing for forty years. The dashboard didn’t measure her wrong. It measured her at all only through holes built for someone else — a young player who logs in daily and competes constantly. She falls through every one.

This is the trap. The metric was built around one kind of person, so it can only see that kind of person clearly. Everyone else shows up as noise, or as nothing.

The blind spot copies itself

Here’s where it compounds. The same skew that hides older players in the numbers also hides them in the design.

When a studio user-tests a game, who shows up? Young players who play often. So the test catches the problems they hit. It almost never asks, in Matthew Ball’s words, “how hard is boss nine for a 58-year-old who hasn’t touched a controller in over two weeks?” The thing that actually loses older players — coming back after a break to a game that has sprawled into a maze — never appears in testing, because the testers never take the break.

So the game ships with a flaw it literally could not see. The blind spot in the ruler becomes a blind spot in the product. The measurement and the thing it measures drift together, each confirming the other: we don’t build for them, so they don’t stick around, so the numbers say there’s no one there, so we don’t build for them.

The industry did this exact thing once before, for decades, with women players — chasing “the safest bet” until it was the only audience left in view, while a whole other audience sat right beside it, uncounted.

You are somewhere in someone’s blind spot

It’s tempting to read this as a story about a clumsy industry. It isn’t only that. It’s the shape of how any system sees — and you live inside dozens of them.

A school measures learning by the test, so the kid who understands but freezes on timed exams stops “existing” as a good student. A company measures performance by hours logged, so the person who solves the hard problem in twenty quiet minutes looks lazy beside the one who looks busy all day. A health system measures by the numbers it has cheap tools to take, so the symptom that doesn’t show on the standard panel gets told it’s nothing.

In every case the ruler isn’t neutral. It was built around some default person, and it renders everyone unlike that person faint or invisible — not by malice, just by the geometry of what it can count. And you are, in some room you don’t control, the one the ruler can’t see. The player who logs in twice a week. The student who freezes. The symptom off the panel.

That’s the humbling part. It isn’t only that they are missing something. It’s that the dashboard you trust — about your customers, your team, your own life — is also a ruler built around some default, quietly deciding who counts and who fades. The numbers that feel like the whole picture are only the part shaped like the tool. The wealthiest gamers in the world have been sitting in plain sight for years, and the smartest people in the business walked past them every day, looking right at a screen that swore no one was there.

03 · Lab · your turn

The Ruler You Choose

Switch the metric your dashboard shows and watch an invisible audience appear, then bet on who to build for.

Across the beats