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it didn’t achieve only its target audience as people of all ages accessed this game and played it during covid due to the fact that it was a very unique gaming experience as you are also able to customise your character and add different diverse conditions - Andreea

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Animal Crossing is an inclusive game available to everyone - Joanne 

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Animal Crossing is an inclusive game available to everyone - Joanne 

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A survey of 1000 female gamers has said that women find Animal Crossing: New Horizons the most inclusive video game to play, with the second and the third.

Grand Theft Auto: Online was bottom of the ranking, just below Call Of Duty: Warzone and Call Of Duty: Modern Warfare.

The data, gathered by , asked women to score a range of 40 games based on their friendliness, their inclusivity and their positive depiction of women.

It comes alongside the data that nearly half (47%) of the gamers surveyed started playing video games as a regular hobby in the past 2 years while 52% said that gaming is currently a "very" or "extremely" important part of their social life. Before the pandemic, only 46% of women agreed.

Elsewhere the report revealed that nearly 3 in 4 women who play games as a regular hobby believe it had a positive impact on their quality of life. When asked about the most common ways that gaming lifts them up, 61% of women said they'd met new friends.

According to the survey though, a massive 82% of female gamers had experienced negative treatment while gaming because of their gender, and most believed that these issues are becoming more frequent.

A majority also admitted to concealing their gender when they play games online with 51% of women the target of verbal abuse. 42% said they had suffered harassment, with 40% having experienced unwanted sexual advances.

Despite this, 75% believed that gaming culture as a whole has become more inclusive of women since they started gaming.

For the survey, Frontier asked women who play video games for at least 30 minutes per day with 32 the average age of participants.

Earlier this year, it was found that had the most toxic community in gaming with 79% of players having received some form of online abuse while playing the game online.

followed closely behind, with 78% of players reporting harassment.

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'Animal Crossing' is the most inclusive game for women, says new survey

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A survey of 1000 female gamers has said that women find Animal Crossing: New Horizons the most inclusive video game to play, with the second and the third. Grand Theft Auto: Online was bottom of the ranking, just below Call Of Duty: Warzone and Call Of Duty: Modern Warfare .

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No designated player base however it usually for those who wish to play games with low skill and difficulty as they play it as an escape or just to relax for example people play the game in bed or laid down this is referred as cozy gaming. -sunni singh

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Article on Nintendo's Target Market and Audience - Joanne 

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Article on Nintendo's Target Market and Audience - Joanne 

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Nintendo Target Market & Audience Segmentation | Start.io

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Start.io - A Mobile Marketing and Audience Platform

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But the Nintendo company was established in Kyoto, Japan way back in 1889, almost a century before video gaming was invented and went mainstream.

Nintendo started out as a company that produced Hanafuda, a Japanese playing card. By the 1960s, the brand was pivoting into electronic toys, and in 1970, released its first video gaming console.

In the 1980s, Nintendo began its global breakthrough in the video gaming industry with the launch of popular arcade games such as Donkey Kong and Mario Bros. A few short years later, the company launched the first home gaming console in the US market, and Super Mario Bros entered the homes of consumers everywhere.

By 1989, the Game Boy hit the market, and Nintendo was well on its way to becoming one of the leading companies in home consoles and handheld units worldwide. In 2006, Nintendo released the Wii console, which led to high sales. By 2012, however, Wii sales had dropped, and Nintendo's overall sales slumped. Incredibly, Nintendo's global net sales rebounded to nearly $16 billion by 2021.

This is due to the massive success of the Nintendo Switch, the hybrid video console that was released in 2017. Since launching in 2019 in China, it has become the highest selling game console in the region, outperforming powerful competitors Microsoft and Sony.

Then, by 2022, Nintendo hit a significant milestone: over 100 million playing users.

How did a playing card company become a world leader in video games? How has the Nintendo brand managed such magnificent rebounds in its long history? Who is the Nintendo target market and how does Nintendo vs Sony match up in competition? Let's explore some key Nintendo statistics to find out.

Who is Nintendo's Target Market?

The Nintendo target market covers a broad age group, from kids to older adults, although the largest segment is the millennial generation. Nintendo's target audience is located worldwide, with the biggest audience in the Americas. Both men and women are Nintendo customers in more or less equal measure.

Nintendo customers tend to be playful and optimistic. They are both hardcore gamers as well as casual users. Unlike some competitors, women and families are an important part of the overall Nintendo target market.

Nintendo Target Market Segmentation

A Nintendo market segmentation analysis takes into consideration 4 perspectives: Nintendo demographics, geographic, behavioral and psychographic data. Let's go on a deep dive of each aspect to uncover the typical target audience.

Nintendo Demographic Segmentation

Although video gaming is often thought of as a favorite activity of kids and teens, 70% of gamers are in fact aged 18 and older. The largest user group of Nintendo Switch, the company's most recent and highly popular console, is aged 20 to 25, with a significant portion of users well into their mid 40s. This is in contrast to the Nintendo 3DS, which is far more targeted to a younger audience of under 18s.

While video games are often thought of as a male-oriented pastime, the Nintendo target market is actually split 50/50 between males and females.

Nintendo Geographic Segmentation

The Nintendo target market is a truly global audience, with 290 million accounts located in 164 countries. There are only 31 countries that do not have any Nintendo users.

The largest market is the Americas, which generated over $6.6 billion in revenue in 2021, followed by Europe and then Japan.

Nintendo Behavioral Segmentation

Although the Nintendo audience is typically loyal, the Nintendo Switch has taken it up a level, becoming the fastest-selling home gaming system in the US, selling 5 million units in just 10 months following its release. This even surpassed the popular Wii, whose sales reached 4 million units during that same period.

Nintendo users enjoy sports, with Wii Sports being the best selling Wii game by 2021.

The adult user base of Nintendo Switch shows a preference for puzzle games and casino-style games. However the most popular Switch game across the entire target market is Mario Kart 8, selling more than 48 million copies by 2022, with Animal Crossing: New Horizons coming in second place.

The typical Switch user will spend approximately 6.4 hours a week playing their console , compared to 5.5 hours in 2021, an increase of 16% year on year.

The Nintendo Switch Online subscription service is proving popular among the target audience, more than doubling the number of subscribers between January 2020 and September 2021.

Nintendo Psychographic Segmentation

The Nintendo brand attracts both loyal fans and casual gamers. Nintendo users are typically positive, optimistic and playful in nature. They have been defined as the Chardonnay personality type, a very sociable and stylish group. They are curious and explorative, and enjoy playing games with friends. They like to keep informed about news and culture, and while they work hard, they also play hard, and spend their hard earned money on the luxuries of life.

The millennial generation are big Nintendo fans, and are drawn in by the brand's use of nostalgia. The first Game Boy was released in 1990, so millennials "grew up" with Nintendo. As such, they are happy to buy products that tap into their childhood memories, and they remain loyal users of Nintendo into their adult years.

Who are Nintendo's competitors?

The two main Nintendo competitors are Sony Playstation and Microsoft Xbox. In 2021, Nintendo had 29% global market share in the video gaming console industry, compared to Microsoft's 25% and Sony's 46%.

Although Nintendo is not the market leader, 3 of the top 5 best-selling video game consoles of all time are Nintendo devices .

Sony

At one stage, Sony and Nintendo were actually partners in developing a console together. However, the collaboration failed and the two companies went their separate ways. Subsequently, Sony focused more on the video gaming market for young adult males, the hardcore gamers. Nintendo had to find a fresh niche with less competition, so it focused on video gaming for untapped audiences, such as kids, women and older adults.

The Sony PlayStation launched globally in 1995, and by mid 2022, 102.49 million units had been sold worldwide . Considering Nintendo vs PlayStation, Nintendo's largest audience is in the Americas, while PlayStation sales are higher in Europe. PlayStation lifetime sales reach approximately 55.2 million PlayStation4 units .

Released in 2000, the PlayStation 2 is the best-selling video game console of all time. By mid-2022, more than 158 million PS2 units had been sold worldwide.

Microsoft

Xbox by Microsoft was launched in 2001, particularly focusing on the more mature video gaming audience. It was the release of Xbox Live a year later that really changed Microsoft's position in the market. Xbox Live enabled consoles to connect so that multiple people could play together, which has become an integral part of the video gaming world. By 2010, the Xbox Kinect brought motion sensing technology to the market that was far more sophisticated than competitors, giving Microsoft an edge for a time. It particularly appealed to the female audience who were able to enjoy fitness activity combined with video gaming technology at home.

By mid 2022, more than 50 million Xbox One consoles had been sold worldwide, with nearly 32 million sold in the US and close to 13 million in Europe.

In comparing Nintendo vs Xbox, the Xbox One customer profile skews male (58% male vs 42% female users), and the average Xbox user is in the 25 to 34 years age bracket, slightly higher than Nintendo's average user age of 20 to 25.

Sega

The first true competition in video gaming consoles was Nintendo vs Sega. The Sega brand was highly focused on the typical young male customer profile, with a range of sports and fighting games. Nintendo was more family focused with a wider games library. Today, Sega no longer produces consoles, and operates as a third-party games developer. Interestingly, the Nintendo Switch Online subscription offers a range of classic retro Sega games as part of its nostalgic offering.

What is Nintendo's Marketing Strategy?

From Nintendo 64, to the Game Boy, Pokemon Mini, Wii and Switch, product and game development are big drivers of Nintendo business strategy. This is coupled with the powerful drive of nostalgia; the key Nintendo target audience were big fans of Nintendo in the 80s and 90s. Now, as adults with families of their own, they are bringing Nintendo into their homes for a shared cross-generational experience.

The Nintendo brand invests more heavily in advertising with each passing year. In the 2022 financial year, the company spent around 94 billion yen ($660 million) on Nintendo advertising, compared to 84 billion yen in 2021.

The Nintendo marketing strategy includes some of the most sought after and expensive ad spots. The 2017 Super Bowl commercial in the leadup to the launch of Nintendo Switch is still beloved as a classic by Nintendo fans.

Indeed, Nintendo marketing often works by generating hype around new product launches and games. In 2011, the "Believe Your Eyes" campaign for the new Nintendo 3DS was hugely successful, with the company aiming for 85% viewership reach of the campaign commercial.

Prior to the 2017 launch of Nintendo Switch, the company launched the 'unexpected places' pop-up campaign. Events were staged in such unexpected locales as an Aspen ski resort and a movie ranch in the desert where consumers could come and enjoy the Switch experience. The campaign was designed to show consumers how the hybrid and portable Switch console could be played anywhere, and succeeded in generating buzz and excitement around the launch.

Beyond gaming consoles and games software, Nintendo aims to create a lifestyle experience around the brand. Nintendo offers a wide range of branded merchandise for all ages and interests, including apparel, board games, and even decor items for home and office. The brand also provides a constant stream of in-game events that engage users and entice them with rewards and points.

Unlike its competitors who typically focus on young adult male hardcore gamers, Nintendo has continually broadened its appeal to tap into new markets and niches. This is evident in a commercial for Nintendo Switch, which is clearly targeting a non-traditional audience for gaming - women of all ages, families and couples.

Celebrity endorsements and influencer marketing are well-worn tactics to promote Nintendo products and experience. The latest campaigns for Switch featured international celebrities including Neil Patrick Harris, Jimmy Fallon and Serena Williams.

Nintendo is also heavily active on social media, with an enormous TikTok following and powerful user-generated content. Videos featuring the #nintendo hashtag have generated over 20 billion views to date.

Similarly, the Nintendo America YouTube channel has a following of close to 9 million, while the UK channel is just shy of 400K followers. Videos and commercials are localized for different audiences, such as this video for the UK target audience of kids and families, promoting the social simulation game Animal Crossing: New Horizons on Nintendo Switch:

The brand also has localized Twitter accounts for each region, engaging with target audiences via promotions, competitions, game updates and polls. Nintendo of Europe has over 650K followers and typically generates solid engagement with frequent tweets, such as this:

In keeping with the recent global boom in subscriptions, Nintendo is once again pivoting to market demands with the Switch Online subscription. For an annual fee, subscribers get access to a full and growing library of games on demand, compatible play with friends, long-distance play, voice chat during certain games, cloud storage of game history and data, and access to special member offers. There is also an expanded subscription package that includes extra features for popular games such as Animal Crossings: New Horizons, Splatoon, plus access to nostalgic games including the library from once-rival Sega Genesis.

A demographic audience analysis that covers all the relevant, up-to-date characteristics and data about the targeted market is essential for businesses planning their mobile marketing campaigns . Whether you are a small to midsize company or global brand like Nintendo, Consumer Insights based on Start.io mobile network data are available 24/7 for over 500 consumer niches and locations. Visit today to drill down into your target audience so you can build better campaigns and better targeting.

Nintendo FAQs

What is Nintendo annual revenue?

Nintendo revenue in 2022 amounted to $15.089 billion, compared to $16.534 billion in 2021, reflecting a drop of 8.74% year over year.
https://twitter.com/NintendoEurope/status/1610584399564734474
How does Nintendo reach its customers?

Nintendo is a long-standing company and key player in the gaming console market, with a solid user base, strong brand awareness and global reach.

Nintendo maintains active social media accounts and a robust advertising strategy, combined with a strong focus on product and games development that appeals to new market niches and keeps the brand relevant in the long term.

What is Nintendo's competitive advantage?

The Nintendo brand is adept at pivoting to changing market needs, widening its focus from the typical gaming community of young adult males, and targeting untapped audiences such as women, families, children and older adults.

In addition, the brand relies on the millennial audience's appetite for nostalgia, basing its new products and games on classic Nintendo experiences from past times.

Does Nintendo use influencers?

Like all tech and gaming companies, Nintendo relies heavily on influencer marketing and user generated content to create buzz and generate engagement with the brand.

For example, before the launch of Nintendo Switch in 2017, the company sent a device to popular YouTube vlogger iJustine , who promoted an 'unboxing' video and gave her impressions of the Switch. The video was incredibly popular, garnering nearly 3 million views to date.

Additional resources

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Nintendo Target Market & Audience Segmentation | Start.io

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Nintendo's target market spans all ages, with a focus on millennials. Customers tend to be playful, optimistic, and embrace the brand's fun-filled experiences

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the way that the audience accesses this game is by people joining in with other people by going to each other’s islands and by taking the game with them wherever they want to go which gives it a unique portability that other consoles are unable to provide. - Andreea

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‘Don't get me wrong, this game is awesome, but I think the main reason of why Animal Crossing: New Horizons really took off is because of how much we needed it. Its peaceful, non-violent atmosphere gives us a sense of security and helps us relax with how stressful our world is, especially in 2020. I mean literally, the noises of the birds and watching the sun rise and set is so calming, I could sleep to it if absolutely needed. Plus, this game came out just in time for quarantine, too. ‘ - simari

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27 skin types freckles cellulite scars skin colour hair and outfit styles tattoos all of these are within the game to allow full customisation and allow players to express themselves- Sunni Singh

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1: Amazing Graphics! The graphics are really good, and the animation continues to astonish me.

2: The Playability! This is Such a free roam game. Although you do have to follow some steps to assure you are ready to go out on your own at the beginning of the game, it is so much more than just rule following. The controls work spectacularly, and So does the story play as you go through the game.

3: Character Design! The fact that you get to design and name your character is amazing. You can choose your own style of how you want people to recognize yourself. They don’t force you to wear this and that, it’s all your decision.

4: You can play with Friends! Now at the time I’m posting this the world is going through issues, so this game helps with that! Your friends are able to join your island, or you can join there’s! There’s no point to feel isolated on your own island when you can visit others!
-Ryan Green-Warren

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ACNH doesn’t necessarily reach its target audience as it is supposed to be aimed at children and early teenagers however the people that are actually playing this game are in their 20s - 30s.

As well as this it is a female dominated game, whereas it should be played by people of both genders. - Amber

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It doesn’t reach its target audience as the majority of players playing Animal Crossing New Horizons in their 20s and 30s but there is an even spilt between the genders and only 14% of Nintendo switch users are under 18. - neela

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A lot of people during covid said that this game helped them escape the social anxiety that surrounded covid-19. Some people even went as far as to say that it saved their life. - Andreea

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Despite having a Pegi rating of 3, it doesn't actually just have a young audience. It has a large diverse audience. "There are so many different types of Animal Crossing players, and yet Animal Crossing: New Horizons manages to improve upon the virtual lives of each player type that I can think of." Additionally, the age range that plays it most is people between 20 and 30.

Alfie

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People are able to make their own user generated content by getting an app on their phone which sets this game on a pedestal as people are able to make skin conditions as well which creates a sense of diversity and inclusivity. - Andreea

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For parents- This game is 100% designed for the kids market but can be enjoyed by anyone of all ages. There is no violence. Full stop. The language the animals speak is gibberish, murmering, inaudible, and there is no language in the conversations, whatsoever.

-Ryan Green-Warren

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YouTubers like froggycrossing create content on the game e.g let’s plays , tips and tricks etc and general information as well as funny clips this creates a way for Audience to experience game 2nd hand and if they enjoy it they may purchase switch and the game themselves increasing sales (economic context)

-sunnisingh

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Animal crossing is an easy game to play for all audiences making it more accessible for wider audiences however the game can be quite complicated for their younger audience and can be dangerous for them as they are playing with random strangers and interacting with them. Animal crossings head designer has also confirmed the demographic isn’t as young as people believe as it is a nostalgic game.

-Ruby

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Overall, ACNH has had a lot of positive feedback from people who have played it as it provided people with a very relaxing and calming gaming experience unlike other games such as Fortnite and Apex Legends which are quite aggressive. - Andreea

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Animal crossing is open to UGC, and allows users to create their own custom builds, and decorated their own island however they want with a large range of different wallpapers, furniture etc. People even post their own content on places like Reddit to promote it. https://www.reddit.com/r/MapleStory2/s/zUSivVt7VP

Alfie

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Covid resulted in people not being able to go outside loss of control and socialising acnh solved this when released as people could join each others world and help progress island and help players gain control -sunnisingh

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In the game users were able to hold their own protests and create their own t-shirts with BLM on to promote their beliefs at a time when they were unable to go out and physically protest due to covid-19. - neela

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Female demographic. Former president of Nintendo Satoru Iwata noted that 56% of people who pre-ordered Animal Crossing were female. He found the game's success with women between the ages of 19 and 24 to be particularly noteworthy.

Ryan Green-Warren

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“The rest of the time has been frustrating, tedious, and immensely boring, mostly involving mashing buttons to get through endlessly repeating dialogue boxes with chibi animals mumbling gibberish and refilling countless holes I dug in the wrong place.”

- Ellie

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"Animal Crossing: New Horizons" has been a quarantine hit, and many have praised its addictive, calming qualities.

But in the author's experience, the game has been frustrating, tedious, and immensely boring.

The user interface is poor, the characters are meaningless, and the only fun part - playing with your actual friends - can be challenging.

This is an opinion column. The thoughts expressed are those of the author.

Visit Business Insider's homepage for more stories.

A few days after purchasing "Animal Crossing: New Horizons" - the wildly popular Nintendo Switch game in which the player lives life and completes tasks on a tropical island - I got an invite to visit my friend Andy's island, Flavortown. Appropriately, Andy immediately gave me a pizza oven; I purchased matching sporty sunglasses from the blue hedgehog posted up outside Town Hall.

Inside his house, one room was decked out like a club, and we ran around in circles and wiggled back and forth pretending to dance. Andy and I are both roughly 30 years old, but for a few minutes, I felt as happy as my small baby-proportioned avatar looked.

But in the dozen hours I've put into the game so far, approximately 15 minutes have made me feel this way. Fourteen of them were spent on islands that are not my own, and one of them happened when my friend Dillon sent me a nice hat in the mail.

The rest of the time has been frustrating, tedious, and immensely boring, mostly involving mashing buttons to get through endlessly repeating dialogue boxes with chibi animals mumbling gibberish and refilling countless holes I dug in the wrong place.

After a reasonable amount of casual play, here's what I'm left with: "Animal Crossing: New Horizons" sucks, and I don't want to play it anymore.

This is not a personal attack. I know and respect many people who love this stupid baby game. My friend Alexa described it as less a game than a "dopamine generator." If it makes you feel that way, please, do not let me spoil your soma. But thus far, my time on the game's sandy beaches has left me with far more complaints than compliments.

The user interface is slow, clunky, and infuriatingly designed

The user interface requires as many button presses as possible to accomplish the desired action, and you are forced to navigate it to perform basically every action required of you.

Why is "put in storage" the second option on the list when I am operating the inventory inside my house, clearly trying to put things in storage? Why is it so hard to equip my net when I am being chased by a swarm of wasps? And why, for the love of Anthropomorphic Animal God, can I not eat the pizza in the pizza oven?

These are minor things, you might say. Fine. Let's get to more important things. Prior to this game, my exposure to "Animal Crossing" was largely through osmosis, with Tumblr-era posts reminiscing about cute interactions with the lively denizens of their villages. (The game has several iterations dating back to 2001.)

So imagine my surprise when I was placed on a deserted island with only two fellow residents, not counting our Tanuki landlord and his sycophantic offspring. My companions were an obnoxious purple rhinoceros with a tic for saying "yo" multiple times in a row and a gym-bro tiger who was admittedly pretty dope.

After I'd placed tents for my neighbors, they proceeded to do nothing

I could talk to my neighbors, or give them gifts, but, otherwise, they wandered around our little section of island taking up oxygen. Eventually, I got a barbell as a gift, but the buff tiger won't come lift it with me. What is the point of this if I cannot even lift?

There are other tasks, but none are particularly rewarding. I could fish, though the mechanism is so basic it reduces the process to pulling the lever on a slot machine to see if the right critter comes out. I could collect fruit or plant trees, a time-consuming process that requires me to interact with the game's aforementioned atrocious UI.

Consider "Stardew Valley," another resource-management-type game with an intricate internal economy and wealth of customization options. The sheer cosmetic variety of "Stardew" is more fun, if slightly more limiting, than "Animal Crossing." But what sets it apart is the compelling story and narrative at the heart of the game.

This is thus far my biggest problem with "Animal Crossing": I have no connection to any of the villagers or characters who come through the island.

The only saving grace is the option to visit your real-life friends' islands

But if I log on and none of my friends are playing, there is literally nothing I want to do. The game relies heavily on its social aspects; without other human players its world is lifeless, dead, and repetitive.

Even those social aspects are hard to access. Playing with friends requires you to be in the same physical location or have the Nintendo Online subscription, which costs an extra $3.99 a month. If your internet service is anything but flawless, it's also prone to booting friends off your island unexpectedly. And even if all those things go well, you still need to navigate several dialogue boxes and watch unskippable cinematics just to get one friend on land.

My friend Chris, who has put so many hours into the game he refused to give me a definite count, says that at a certain point "Animal Crossing" becomes less of a resource-management game and more of "a game about creativity/customization." That's fine if you're a zen hoarder or want to re-create weird rooms that appear in "Twin Peaks," but for $60 I expected much more than a slightly more interactive Myspace page.

Also, Tom Nook is a capitalist overlord

The entire setting and motivation of "Animal Crossing" is indentured servitude to an aggressive loan shark, Tom Nook, who appears to be selling a time-share scam to the rest of the world's inhabitants. In "Stardew Valley," at least you get to choose whether to side with the monolithic megacorporation that threatens to overwhelm the diverse and thriving small town you live in. In "Animal Crossing," you start the game as a cog in the machine, and there is no way to escape.

One of the first items I got was a hamster cage, complete with a tiny, proportionally-hamster-size rodent in it. As cosmetic items largely serve little interactive purpose beyond binary on-off switches, you cannot do anything with the hamster. But if you zoom all the way in, you can see it running on its little wheel for hours, making no progress and never changing course. I feel for that poor guy. He's doing the same monotonous garbage as me, but he can't even change the wallpaper.
Jack Crosbie is a writer who covers politics, culture, and whatever else publications will pay him to cover. He is thinking of adopting a cat. Follow him on Twitter @jscros, unless you are going to be mean, in which case please do not.

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It's time to admit 'Animal Crossing: New Horizons' is a dumb, boring game for children

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'Animal Crossing: New Horizons' has become a runaway hit, but between the clunky user interface and boring characters, it's no fun.

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There are a wide variety of different things available like the 66 possible NPC's on ACNH. 8 of which are new to the series.

Alfie

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Covid resulted in people not being able to go outside loss of control and socialising acnh solved this when released as people could join each others world and help progress island and help players gain control -sunnisingh

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Satisfaction can come from the players building something from nothing, it gives them a feeling of accomplishment to have made multiple things after starting the game with nothing. - Amber

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People are generally satisfied with the game with reviews like "I haven't played any one of the games in the Animal Crossing series before, but when I heard all the buzz surrounding the game, as it was one of the perfect forms of escapism from the current pandemic, I decided to give it a shot. And this game blew my mind. There was a lot of memorable characters around the game such as Tom Nook, Isabelle, Timmy and Tommy, Blathers (Whom that I love his personality), and a couple of villagers who live on my island. I also found that the game was chill and fun to play as I could go crafting items, go fishing, catch some bugs, even dig up fossils! I guess people are right. This is the perfect game to escape from reality!" Being pretty common.

Alfie

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“Animal Crossing head designer Hisashi Nogami has confirmed that the demographic for the series is not as young as people might believe. The developer freely admits that Animal Crossing might have the image of a "game where you can live leisurely with cute animals" and that it is "a game for young girls.". Nogami went on to say that the older-than-expected demographic might be because Animal Crossing: New Horizons has not yet been available during the busy holiday period.” - Hannah

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“Animal Crossing head designer Hisashi Nogami has confirmed that the demographic for the series is not as young as people might believe. The developer freely admits that Animal Crossing might have the image of a "game where you can live leisurely with cute animals" and that it is "a game for young girls.". Nogami went on to say that the older-than-expected demographic might be because Animal Crossing: New Horizons has not yet been available during the busy holiday period.” - Hannah