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According to one source, 70% of the world’s over 2.5 billion video gamers are age 18 or older. While this statistic shows that most of the video game industry’s customers are adults, it also shows that roughly 750 million of those customers are children.
Since minors are treated differently from adults under many areas of the law, a one-size-fits-all legal model for licensing, privacy, sales, issues that assumes the end user is a competent adult fails to account for a significant portion of the video game market. Accordingly, game companies should understand and address the potential hurdles and