A reader has noted that the average age of gamers is rising, and is questioning why game publishers continue to focus on younger audiences. The reader, a parent of two children, observes that their children's interests in gaming differ significantly from their own. While the children engage with platforms such as YouTube, Minecraft, and Roblox, the reader notes that these platforms are often used more for social interaction than for traditional gaming. Attempts to introduce classic console and PC games to the children have had limited success, with only occasional interest in titles like Pikmin 4. The reader also mentions that among their peers, a similar trend is observed, with children showing more interest in mobile games or Fortnite than in traditional console gaming. The reader suggests that either more games need to be developed to appeal to children or publishers should shift their focus to adult audiences. They note that major publishers like Sony and Microsoft have largely moved away from the children's market, with Sony occasionally revisiting it but not with enough effort to make a significant impact. The reader attributes this shift to the high cost of game development, which makes it risky to focus on a demographic that may not have the purchasing power or interest in traditional gaming. The reader points out that the average age of gamers is around 37 and increasing, suggesting that publishers should target this older demographic more directly. The success of Star Wars: Zero Company is attributed to its appeal to middle-aged gamers, who tend to prefer genres such as strategy games, graphic adventures, and role-playing games. These genres are increasingly being developed by independent studios rather than major publishers. The reader criticizes the focus on live service games—games that rely on ongoing purchases and subscriptions—by publishers, arguing that younger gamers are not interested in such models, having already found what they want in games like Fortnite. The reader also suggests that publishers may avoid targeting older gamers due to the lower likelihood of these gamers spending on microtransactions, despite being the largest audience. This misalignment between audience and monetization strategies is seen as a contributing factor to current issues in the gaming industry.