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1[[AC:Systems (including consoles)]]
2* The Platform/SegaMasterSystem is known for having inferior audio hardware in comparison to its rival, the NES. In the UK however, where the Sega Master System was the most popular home console of that generation, the music of the Sega Master System's library proved to be a massive influence on the garage and grime genres, where kids who grew up with the system sought to replicate its upbeat yet sparse lo-fi electronic sound without the hardware limitations, which by the late 90's was possible to do on a budget.
3* The Platform/NintendoGameCube sold [[GermansLoveDavidHasselhoff better in America than elsewhere]] due to it being released in a time where ''VideoGame/GrandTheftAuto'' was on the rage, and with MoralGuardians enforcing scrutiny to violent video games, Nintendo became the choice for conservative and wary parents as the "console without ''GTA'' on it", building a new generation of Nintendo fans at the moment that grew with games like ''VideoGame/SuperSmashBrosMelee'', among others.
4* The Platform/PlayStation2 and Platform/PlayStation3, when they first came out, were one of the earliest DVD and Blu-Ray players respectively, as well as the cheapest and most reliable on the market. As a result, a lot of [=PlayStations=] were bought by movie fans, critics, and scholars who would otherwise never touch anything related to video games and would talk of the [=PS3=] as if it were simply a good quality Blu-Ray player rather than a video game system.
5* The Platform/NintendoSwitch Online subscription service has a Family Membership option that costs 35 USD per year as opposed to 20 USD per year for an individual membership. As the title implies, it's meant to be used by families, but since nothing in the terms states that all members of the subscrption must reside in the same household, it also sees wide use amongst non-family groups of friends who want to save money; 2 people sharing the same subscription group means the cost comes out to 17.50 USD per person (already less than the of an individual membership), while a full group of 8 means the cost is only about 4.38 USD per person, which is less than competitors' consoles' online subscriptions ''per month''.
6* Any console that is easily modded in order to run homebrew will attract a following of hackers, developers, and security researchers, who enjoy the challenge of bypassing the console's security, running homebrew applications such as multimedia players and emulators, indie games, as well as, of course, pirated games. Consoles of this sort include the original Platform/{{Xbox}}, Platform/PlayStationPortable, Platform/{{Wii}}, and Platform/NintendoSwitch.
7** After clamping down on their console's security big time with the Platform/Xbox360, Microsoft has embraced its consoles' following among homebrew enthusiasts with the the Platform/XboxOne and [[Platform/XboxSeriesXAndS Xbox Series X|S]], which include a hidden 'Dev Mode' in all retail consoles which essentially allows people to develop custom software for the system without needing to bypass its security and anti-piracy measures. In particular, the Xbox Series S earned a reputation for being an amazing system for emulating retro games thanks to its low price and the aforementioned ease of installing custom software. This "Dev Mode" may have actually worked as a security measure, as these Xbox consoles remain the only consoles of their generation to not be hacked, probably because they don't need to be in order to do the things hackers like to do with their consoles.
8** Consoles aimed specifically at small children, such as the [[Platform/OtherSegaSystems SEGA Pico]] and Franchise/LeapFrog Didj, nonetheless have an adult audience. Some of the people in said audience buy the consoles in order to mod them, since some of them (like the Didj) run on Linux and are very easy to run homebrew software on. Others genuinely buy them for the games, since although the libraries these consoles have consist primarily of simplistic [[{{Edutainment}} educational games]], many of these are based on pre-existing media franchises which either have a deliberately wide appear (like ''Franchise/IndianaJones'' and ''ComicBook/SpiderMan'') or have periphery demographics of their own (like ''WesternAnimation/InvaderZim'' and ''Anime/{{Hamtaro}}''), which causes them to catch the attention of curious fans of those properties.
9** [[DefiedTrope Defied]] by the Platform/{{Ouya}}. One of the console's selling points touted in its Website/{{Kickstarter}} campaign was that it would be an open console, and that users would be free to tinker with its software and install unlicensed games. However, after would-be hackers expressed interest in the console for this very reason, [[DidntThinkThisThrough the Ouya people realized that the reason console manufacturers crack down on homebrew is that their primary revenue stream is licensing fees from games, which allows them to sell their consoles cheaply]]. To make matters worse, the proliferation of homebrew software is often hampered in a console's early years not only by walled-garden ecosystem, but also due to the lack of publicly available development tools targeting the machine's proprietary architecture; this would ''not'' be the case for the Ouya, which was to be based on Platform/{{Android}}, the most popular smartphone operating system in the world that already had a plethora games available for it, with more to surely come due to Android's open SDK. This meant that the Ouya users would be able to install an enormous amount of games on day one, all without without paying an additional cent to the manufacturer if the machine was as open as originally intended. This realization led to the Ouya company reneging the openness that they had initially promised, causing hackers and homebrewers to lose interested in the machine, contributing to its eventual failure.
10** The Wii Remote in particular gained a lot of popularity amongst hackers due to the potential wide applications for the Wii Remote's motion sensors and pointer functionality, being one of the earliest successful examples of controllers with motion and infrared sensors. One popular early proof-of-concept example of head-tracking displays [[https://www.youtube.com/watch?v=Jd3-eiid-Uw uses the Wii Remote in reverse]], with the Remote fixed in front of the TV and the user wearing infrared lights on their head.
11** The Platform/{{Steam}} Deck is in a similar position to Ouya in that it can be easily made to run non-Steam software, including emulators, and this is made easy with the existence of Desktop Mode; as it turns out, the Steam Deck is literally just a portable Linux PC running a fork of Arch Linux with a customized version of Steam client in it as its primary user interface (and through a semi-hidden button, can easily switch into KDE Plasma desktop), making it attractive for those, especially beginners, who want an OEM that is fully compatible with Linux. However, since the Deck is designed to be used with one's Steam library, Steam is easily the biggest PC digital distribution platform in much of the world, PC games generally tend to sell much better if they are sold on Steam, and the ability to play even triple-A Steam games on the go is still a huge selling point for many, Valve manages to avoid bleeding out revenue.
12* {{Mobile Phone Game}}s, especially those on Android and iOS, have gotten a hit with this. While the mobile phones themselves are primarily designed for adults, with games being designed as leisure activity items, they have attracted substantially large userbase with children and teens alike due to [[AnimationAgeGhetto older-fashioned stereotypes of video games in general]]. Thus, more video games have been created for the platforms since, especially since the dawn of smartphones where [[PhoneaholicTeenager more of younger users have each of their own]]. That being said, some mobile phone games are still [[WhatDoYouMeanItsNotForKids designed for adults in mind, trying to defy this trope in some ways.]]
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15[[AC:Peripherals]]
16* Arcade stick controllers are often marketed towards FightingGame players, with promotional videos and images demonstrating their use amongst professional players from the MediaNotes/FightingGameCommunity or the artwork of various fighting games as part of launch promotions, but they also get a lot of mileage from ShootEmUp and retro game players who don't play fighting games at all and just want to replicate the arcade experience or prefer them for ergonomic reasons (some players have difficulty holding a conventional gamepad, but do just fine with a stick). This can lead to the amusing sight of someone using a ''Franchise/StreetFighter'' stick to play shmups, and then admit to not playing ''Street Fighter'' at all and got it because it was on sale at their local electronics store. It also helps that many of the best-selling stick controllers use authentic arcade parts (with Sanwa, Seimitsu, and Hori being some of the most frequently-used brands), meaning that players can swap them out with different parts to their liking, and easily replace individual components with new ones if they break.
17* The Platform/SegaSaturn controller, particualrly the gray Japanese version controller that was later sold to Western markets in a black colorway, is regarded by many retro game enthusiasts and shmup players, even those who have never owned a Saturn nor do they emulate it, as the holy grail of 2D game controllers, due to its robust circular D-pad and having eight gameplay buttons (six face buttons and two shoulder buttons). As such, players who play PC 2D games may either get the controller by itself and a USB adapter for it, or get one of the licensed remakes of the controller with wireless or USB connectivity.
18* The [[Platform/{{Kinect}} Xbox Kinect]], while ultimately a failed experiment when it was pitched to the casual gaming market, has found a second life among hobbyists and software developers as second-hand Kinects have proven to be a very cheap and effective way of doing MotionCapture.
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20[[AC:Games]]
21* ''Videogame/{{Arma}}'' attracted driving simulator fans as well due to the realistic physics and damage modeling and sandbox potential of the editor. It got to the point that ''ARMA III'' featured a ''Karts'' pack revolving around Go-Karts and racing suits, initially meant to be as a joke but it's detailed and well-made enough to be not as a joke.
22* The Xbox 360 version of ''VideoGame/AvatarTheLastAirbenderTheBurningEarth'' is popular among many people (fans of the show or otherwise) simply due to the fact that one can easily unlock all of its achievements in the tutorial level with just a few minutes of playtime. It's probably due to this that it was included in the backwards compatibility program on the Platform/XboxOne and Platform/XboxSeriesXAndS, a rarity for a kid-oriented LicensedGame.
23* ''VideoGame/DeadOrAlive: Xtreme Beach Volleyball'' is a {{fanservice}}-loaded video game series that has gotten some female fans, and even a few actual volleyball fans.
24* ''VideoGame/BanjoKazooie'', despite its several innuendos, was designed for children. Still, many adults play it.
25* Controversially, ''VideoGame/ConkersBadFurDay'' was ''initially'' meant for kids, but saw a sudden change in direction partway through development when critics complained of its [[ItsTheSameNowItSucks similarity to other games of its time]]. This change in direction involved turning it into a game for adults, while leaving most of the cute graphics intact. Both the box and the game explicitly says "This game is not for anyone under 17". Kids play it anyway.
26* ''VideoGame/GenshinImpact'' was meant to appeal mostly to male anime fans, with its diverse cast of characters, action combat and attractive female characters. However, the game gained a significant playerbase of women due to the various number of attractive male characters. The developers went along with it, or predicted it would happen, as there are various events and ShipTease moments between male characters and the player character (regardless of the player character's gender). The game was also originally meant to appeal to the more casual single-player gaming audience, but it ended up attracting quite a few of MMO and MOBA fans, which ended up giving lending some gameplay nicknames of those genres to Genshin, such as Autoattack for the characters' standard attacks (despite them [[NonIndicativeName not being automatic]]) or Ult/Ultimate for a character's [[LimitBreak Elemental Burst]].
27* ''VideoGame/PopNMusic'':
28** The game was initially intended to be played for couples on dates. It ended up being as hardcore of a RhythmGame as its sister series ''VideoGame/{{beatmania}} IIDX'' and ''VideoGame/DanceDanceRevolution'', with most of its current fanbase playing it by themselves instead of with another person, all while retaining the cute and colorful graphics that may [[SurpriseDifficulty lead the uninitiated to believe that it's an easy game for kids]] (at least once you leave the "Easy"-labeled charts).
29** There's a good number of people who don't really play ''pop'n'' and [[EnjoyTheStorySkipTheGame just like the characters a lot]] and make fanart and fanfics of them.
30* A great many ''VideoGame/{{Kirby}}'' fans are people who grew up playing said games. This qualifies because the series in general is and was designed to be for beginners. These people might have moved on in terms of skill but many of them gleefully return for each new installment, no matter how short or easy it is. Difficult extra modes, creative game mechanics, and [[SurprisinglyCreepyMoment surprisingly]] [[VileVillainSaccharineShow creepy bosses]] may have something to do with it, with the latter in particular playing a significant role in [[{{Worldbuilding}} the series' lore]] which the fanbase loves to analyse at every opportunity. ''VideoGame/KirbysEpicYarn'' also attracted the viewers due to its unique visual presentation.
31* The ''Franchise/{{Pokemon}}'' games are primarily marketed towards children (and were almost ''exclusively'' marketed to them early on), yet the series has a large adult fanbase due to childhood nostalgia and the Pokémon themselves and game mechanics having MultipleDemographicAppeal, making it the second best-selling game series of all time next to ''Franchise/SuperMarioBros'', below. There's also a sizable subset of fans that love playing the game on a competitive level due to the battle mechanics having a surprising amount of depth, whether using the official rules or the ones popularized by the Website/{{Smogon}} community. ''Pokémon''[='=]s adult fanbase grew to the point that The Pokémon Company now makes frequent, deliberate attempts to [[PanderingToTheBase cater to them]], and some Japanese children unfavorably compare the fanbase with that of ''VideoGame/YokaiWatch'' due to it allegedly being filled with "old fogeys".
32* ''VideoGame/MonsterRancher'' was meant to be a {{Toyetic}} kids [[{{Mons}} mon]] franchise to compete with ''Pokemon''. The thing is, the gameplay mechanics were very complex and in-depth, and their complexity couldn't be ignored by casual players brute-forcing their way through because the game was also [[NintendoHard very difficult]]. Due to this, it was mainly mathematically-inclined adults that played it. When the third game in the series came out went for a cutesy, CelShaded look and greatly simplified gameplay to appeal to the intended audience of children, there was significant backlash.
33* ''Franchise/SuperMarioBros'', although primarily marketed towards kids at the beginning of its life before switching to a broader [[https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Super-Mario-Galaxy/Volume-1-The-Producer-and-Director/4-From-5-to-95/4-From-5-to-95-230131.html for all ages]] family-friendly approach in the [[https://www.ign.com/articles/2004/05/11/e3-2004-miyamoto-roundtable-2 early 2000s]], it has always been a big hit with all ages and has become the best-selling game series of all time, with [[TheHero Mario]] becoming one of the, if not ''the'', most recognized game character in the world[[note]]A poll in the mid 1990's showed that he was more recognizable to children than ''Mickey Mouse''.[[/note]]. It started going for MultipleDemographicAppeal at one point, and was marketed towards casual "non-gamer" audiences as well when it made its move to the Platform/{{Wii}}.
34* Is there a museum of Science and Industry or other applied sciences museum near where you live? Does it have any kind of an "interactivity" focus? Was it around in the late 70s? If you search, they probably have a ''Lunar Lander'' arcade machine somewhere in there set to free play.[[note]]For those not in the know, ''Lander'' was a more or less accurate 2D simulation of what landing a Lunar Lander is like, inertia and all, making the '''museum''' the periphery demographic here.[[/note]]
35* ''VideoGame/MetalGearSolid'' has its intended fanbase of adult men, and its unintended fanbase of women who are in it for the [[MrFanservice men in skintight sneaking suits]], and the [[YaoiFangirl heavy amounts of]] HoYay, not to mention the {{Shirtless Scene}}s. Some of them like the explosions and giant robots as well, of course.
36* Surprisingly, despite skimpy costumes and fanservice, ''VideoGame/{{Neptunia}}'' has quite a few female fans in the west. After all, clothing or lack of it doesn't make a game good or bad - and women play games too, straight or [[LesYay not]]. The series also has a number of surprisingly strong feminist messages in it, once you get into it, with the characters never being questioned about their competence due to their gender[[note]]Blanc was questioned in the original and Vert in later entries, but this was due to being a goddess among mortals and completely willing to ignore her duties, respectively[[/note]], and characters refusing to conform to the feminity that’s expected in favour of doing what they want and ignoring gender norms if they get in the way while not falling into [[RealWomenDontWearDresses the common pitfall]] a lot of feminist works during the period took, with characters with feminine hobbies not being looked down on for it.
37* Most any adult player of ''VideoGame/CallOfDuty'', ''Franchise/{{Halo}}'', or any other mainstream, M-rated, online multiplayer FPS will tell you about the curious presence of children and tweens there, who pull no punches in their use of swearing and ethnic slurs. The game being rated M - and thus traditionally out of their demographic - constitutes much of the appeal for them. Another factor is that, unlike most single-player games that have finite amounts of playtime, online multiplayer games have theoretically infinite amounts of play time, and thus make them appealing to these kids' parents who are looking for an electronic babysitter to keep their kids occupied, which is enough to make them overlook the high age rating.
38* ''VideoGame/TheIdolMaster'' is a pop star raising simulation game with an all female cast (That is, until [[WholesomeCrossdresser DS]] and ''THE iDOLM@STER 2'') that was intended for male otaku. However, due to it being very girly, with there being a focus on fashion and the VirtualPaperDoll aspect, songs about girl power, and well, the fact that the cast is all female, there is quite a lot of female fans, especially in the west. Namco even acknowledged this and added three {{bishonen}} male idols as rivals in ''THE iDOLM@STER 2''. Unfortunately, while the female fans were pleased, it provoked a massive backlash against the game from the male {{otaku}} audience, in part because some of the original cast didn't make it into the sequel and the {{Bishonen}} males were [[ReplacementScrappy seen to be "replacing" them]].
39** Due to the more casual nature, the first two mobile card games, ''[[VideoGame/TheIdolmasterCinderellaGirls Cinderella Girls]]'' and ''[[VideoGame/TheIdolmasterMillionLive Million Live]]'', received an even larger female fanbase, to the point a third one, ''[[VideoGame/TheIdolmasterSideM SideM]]'', was made specifically for their female audience. The fact that it was a GenderFlip of the usual premise and brought the older male characters into its CastFullOfPrettyBoys helped immensely. ''[=SideM=]'' ended up being so popular the servers couldn't handle the traffic at launch.
40** ''[=SideM=]'' itself also has a bit of a male following, mainly for [[OtokoNoKo Saki]] and the nods to the mainline series, such as the [[TheBusCameBack return of Ryo]]. The introduction of manlier groups like FRAME and The Kogadou, as well as mature groups like S.E.M., brought a hefty amount of the gay audience in as well.
41* Shmup games, specifically old-school vintage ones such as those made by Creator/{{CAVE}}, Creator/{{Taito}}, and Creator/{{Psikyo}} as well as the ''VideoGame/{{Raiden}}'' series are known in the modern scene by mobile gamers, this is because many retro shmups are ported to mobile due to the fact that touchscreen controls suit shmups more and make it easier to play than using a controller.
42* ''VideoGame/TeamFortress2'':
43** The game has a whole following that doesn't care about weapon balance or mini-crits or even, God Forbid, '''hats'''. They just love to {{ship|ping}} [[YaoiFangirl the all-male]] cast[[note]]Besides some of the background characters, and the mystery of the Pyro[[/note]] together, draw art and write {{slash fic}}s about them. With in-game achievements like "Beaux And Arrows" (kill a Heavy-Medic duo with the Sniper's longbow), Creator/{{Valve|Software}} is hardly discouraging this. "I LOVE THIS DOCTOR!"
44** The Original, an unlockable Rocket Launcher for the Soldier, is mostly just his default Rocket Launcher with the model swapped out for a ''[=TF2=]''-style recreation of the ''VideoGame/QuakeI'' rocket launcher, except it has an additional nod to ''Quake I'' in the form of the view model being in the center of the player's screen. As a result, players use the Original over the stock Rocket Launcher for more visual clarity rather than to show that they're ''Quake'' fans.
45* The ''VisualNovel/TokimekiMemorial'' DatingSim series, though very much aimed at a male audience, acquired a significant female fanbase. In fact, this led Creator/{{Konami}} to create the [[GenderFlip gender-flipped]] "Girl's Side" branch of the series.
46* In South Korea, ''VideoGame/StarCraft'' has a very large fanbase in terms of female audiences who like to watch pro-gaming a lot. The majority of the contestants are young men.
47* It may be rarer for a ''Franchise/TouhouProject'' fan to have actually played the games, rather than be drawn to it by the [[FantasyKitchenSink setting]], the massive, colourful cast (and equally massive amounts of fan art) and/or the [[AwesomeMusic/TouhouProject awesome music]] (and equally awesome arranges).
48** For exactly the same reasons, the fanbase has a large margin of females as well, despite (or because of) the ImprobablyFemaleCast.
49** Heck, there are even ''children'' who're fans of the series as well. The most notable are young girls, probably because of the practically all-female cast.
50** The Periphery Demographics are, in fact, the reason for most of the popularity the series has accumulated. The games themselves are fairly standard BulletHell {{Shoot Em Up}}s, however fanartists became obsessed with ZUN's (often conceptually brilliant, always technically flawed) character designs and sought to improve upon them, the {{doujin}} communities saw incredible potential in an elaborate setting with piles of FanficFuel, {{Fanfic Magnet}}s and {{OC Stand In}}s, and the musical arrangers fell in love with the music, to the point where they managed to turn [[https://www.youtube.com/watch?v=DLGW4-pgGXc this]] into '''[[https://www.youtube.com/watch?v=e-eensMhO_k this]]'''.
51** Best part of it all is ZUN outright supporting this whole thing by effectively saying "Don't spoil the endings, don't directly rip my asset in your fan games. Otherwise, ''do whatever you want because I don't mind it as it's cool and there will be no copyright issues EVER.''"
52* ''VideoGame/{{Bully}}'' was created to appeal to the fans of the ''VideoGame/GrandTheftAuto'' series, but with its high school aged, mostly male cast, it has a very strong following in the SlashFic writing community. The insane amount of gay jokes and HoYay present within the story also contribute to that.
53* ''VideoGame/{{Minecraft}}''. Although official forum traffic tends to strongly imply that ''Minecraft''[='=]s primary demographic is male and probably 13-17 years old, there is visible evidence on Website/YouTube and other places, of the game having both a female and adult playerbase as well.
54* ''VideoGame/WeCheer'': It may be a casual game that you would expect [[StopHavingFunGuys hardcore gamers]] to hate, but it turns out to be popular among males. Because, you know, AllGuysWantCheerleaders.[[note]]But it really helps that the game is really well made and fun.[[/note]]
55* ''Franchise/SonicTheHedgehog'':
56** The series has many teenage and adult followers as well as child fans, due to nostalgia from the Genesis/Saturn/Dreamcast days, some startlingly dark moments within the series, and fondness for the gameplay itself.
57** It also has a startlingly large Christian fanbase to the point of MemeticMutation, with [[https://nymag.com/intelligencer/2020/02/why-is-there-so-much-christian-sonic-the-hedgehog-fan-art.html this article]] for ''New York'' magazine going into detail on why. For a long time, Sonic was one of the few pop culture icons who was [[{{Badbutt}} both genuinely cool and kid-friendly enough that parents wouldn't object]], and for kids raised within the heavily sanitized and sheltered evangelical subculture, Sonic was their outlet to "secular" pop culture outside of a narrow bubble enforced by their parents and pastors.
58* The rather... complicated storylines, the dozens of MrFanservice guys, and the ''buttloads'' of ShipTease (either {{het}} or HoYay, as well as some bits of LesYay) has made ''VideoGame/TheKingOfFighters'' '''extremely''' popular among female players. It does help that it's among the LongRunners, therefore many of the ladies who play it now likely grew up watching other people playing the earlier games. In fact, this has been so acknowledged that they even made an official otome game based on the franchise, ''The King of Fighters For Girls''.
59** ''VideoGame/GuiltyGear'' and ''VideoGame/BlazBlue'' also have a sizeable female fanbase for similar reasons.
60* ''VideoGame/{{Catherine}}'' has a scene amongst, of all things, ''competitive gamers'', thanks to its versus mode. It's become a staple at some fighting game tournament events, to the point where there are money matches. The UpdatedRerelease ''Catherine: Full Body'' added online multiplayer in recognition of the game's competitive scene.
61* The extremely [[DarkerAndEdgier dark]] and [[NintendoHard hardcore]] {{Mon}} franchise ''Franchise/ShinMegamiTensei'' has a ''huge'' female fanbase, mostly thanks to ''VideoGame/Persona3'', though interest has quickly expanded to the main series as well. By far the most requested feature in every new Megami Tensei game is simply a female protagonist.
62* Creator/HumongousEntertainment's games have gotten a lot of older fans, many from those who grew up on them. The large amount of {{Parental Bonus}}es helps quite a bit. In fact, Creator/RonGilbert even stated in an interview that parents would oftentimes play the games [[GuiltyPleasure in secret]] after their kids went to bed.
63* Although ''Franchise/KingdomHearts'' is aimed at teenagers and young adults, the series has tons of fans in practically every single demographic imaginable. Two of the most prominent part of its online fandom are probably the {{Yaoi Fangirl}}s and Creator/{{Disney}} fans.
64* ''VisualNovel/MyGirlfriendIsThePresident'' is an {{eroge}} that has enjoyed some non-masturbatory success based on its incredibly, incredibly weird plot and funny writing. This leads to a certain amount of {{Squick}} surrounding the sex scenes for those who are not into [[PerverseSexualLust 2D characters]] or women at all, as well as the constant {{Fanservice}} of the AllMenArePerverts setting and [[PoliticallyIncorrectHero sexual-harasser main character]] -- awful if you're playing for the plot, but fairly benign as a pure sexual power fantasy.
65* ''VideoGame/PriPara'' is a {{Toyetic}} arcade game aimed at little girls. Due to the friend card feature encouraging interaction with friends that also play the game, the VirtualPaperDoll aspect (from the makers of ''VideoGame/StyleSavvy''!), and just being [[UsefulNotes/{{Kawaisa}} so damned cute]], it has a large amount of adult women that play, affectionately referred to as "Obasan".
66** It also has a ''gigantic'' {{otaku}} following (both male and female), to the point that most of the official merch is apparently aimed at them.
67* As a credit to the deep combat, large arsenal of weapons that can be switched on the fly and moves for each individual weapon, Dante's style system, and the emphasis on stylish combat, let it be known that ''VideoGame/DevilMayCry'', a series of ''single player'' action games, '''''[[https://www.youtube.com/watch?v=S_DWmuXQ7Qk is tournament worthy.]]'''''
68* The ''Franchise/NancyDrew'' computer games were developed with the intention of getting younger girls interested in gaming and technology. ([=HerInteractive=], the company who makes them, originally had the slogan "For girls who aren't afraid of a mouse.") However, because the series is well-written, designed to be [[SceneryPorn aesthetically beautiful,]] and just plain good, they've developed several peripheries, including college-age and adult women (who've grown with the series over the past decade), and a large number of boys and men (many of whom simply like point-and-click adventure games, a genre that's not currently booming). [=HerInteractive=] quickly caught on and changed their slogan to "Dare to Play" in response.
69* ''VideoGame/AnimalCrossing'':
70** The series is targeted at children, with adorable quirky characters and relatively simple core gameplay, but has quite the community where most of the people on it are adults or teenagers. Some fans have guessed that the reason why it's more popular among adults than kids may be the lack of violence causing kids to shy away from it, or elements such as the need to pay off an in-game mortgage making more sense to adults than children. Some even joke that ''Animal Crossing'' is a mature game meant for adults due to this. [[http://www.siliconera.com/2013/01/08/satoru-iwata-on-animal-crossing-sales-56-of-players-are-female/ An article]] showed that within a year in ''New Leaf'' 's release, the game was most popular with women in their 20s.
71** Blind gamers found ''VideoGame/AnimalCrossingNewHorizons'' to be [[https://youtu.be/WAiQ-FNLxR8 surprisingly accessible]], particularly due to distinct sound cues for almost every action and some parts of your environment -- you can hear everything from characters walking around to balloons floating overhead. These cues, when combined with a screen reader for the game's vast amount of text, convey enough of what's going on in-game for blind people to be able to play.
72--> Ross Minor: "It is very, very rare to find a new game that I'm able to play. There's probably ten games tops that I'm able to play by myself independently, and so whenever the blind community discovers a new game, it's a really, really exciting thing."
73* ''VideoGame/SuperSmashBros'':
74** The first game was meant to be a MascotFighter as a last second joke, but it was popular enough with people that they made ''Melee'', which was a competitive paradise. ''Brawl'' [[CasualCompetitiveConflict alienated that demographic somewhat]], however. The fourth installment is openly aiming for both groups, with separate game modes called For Fun and For Glory designed to satisfy everyone. ''VideoGame/SuperSmashBrosUltimate'' finally managed to appeal to both competitive and casual audiences due to its gameplay and roster [[TheBusCameBack featuring every character who had been in the series]].
75** Despite being a Nintendo-centric series, the introduction of [[GuestFighter third-party fighters]] in ''Brawl'' has also brought onboard many fans of those externally-owned franchises and characters, such as ''VideoGame/FinalFantasyVII'' fans who want to see Cloud duel [[Franchise/TheLegendOfZelda Link]], fighting game enthusiasts who can have [[Franchise/StreetFighter Ryu]] and [[VideoGame/FatalFury Terry]] fight each other for the first time since ''VideoGame/SNKVsCapcom'', or fans of ''Franchise/MegaMan'' and ''Franchise/{{Castlevania}}'' who have been waiting for those franchises to receive significant attention after their publishers neglected them for several years.
76* Believe it or not ''VideoGame/StoryOfSeasons'' (previously ''Harvest Moon'') was originally aimed at a male, or at least neutral, demographic. The first few titles didn't even have female protagonists, or they got shafted compared to the men (in that a game with a female player character would end after they got married). You wouldn't know this by the fandom, which consists mostly of (pre)teen girls and young women. The fact the games have increasingly have CastFullOfPrettyBoys you can marry doesn't help, along with the farming and animal aspects.
77* There is a VirtualPaperDoll HGame called ''3D Custom Girl'' that, thanks to the program tso2pmd and the ease of modding, is more often used to make UsefulNotes/MikuMikuDance models than for its... intended purpose. It's generally a valuable tool to have if you are into MMD.
78* ''VideoGame/KanColle'' was originally designed for a niche military otaku fanbase. However, [[{{Moe}} due to the character designs]] and the characters' unique personalities, it became one of the most-played PC games in Japan. It even has fanbases in countries that UsefulNotes/ImperialJapan has once occupied, including China.
79* The ''VideoGame/SlyCooper'' franchise has many fans within the MediaNotes/FurryFandom.
80* ''Franchise/{{Splatoon}}'' is mostly marketed towards children in western commercials, while marketed towards [[https://www.youtube.com/watch?v=dpIFu12L1Go both]] children and [[https://www.youtube.com/watch?v=ds8MDKVivG8 teenagers]]/[[https://www.youtube.com/watch?v=py4gKeWhm00 young adults]] in Japanese commercials; but it immediately developed a large young adult fanbase in the west thanks to the aesthetics heavily invoking childhood nostalgia (particularly for the 1990s and early 2000s) and for being a unique yet intuitive and frantic ThirdPersonShooter[=/=]PlatformGame hybrid that lends itself well to {{tournament play}}.
81* ''VideoGame/FiveNightsAtFreddys'' seems to have a load of fans that are among the MediaNotes/FurryFandom, and it shows. [[RuleThirtyFour A lot]]. [[WhatDoYouMeanItsNotForKids It's also very popular with young children,]] since the gameplay is easy to grasp, the characters are distinctive and fairly endearing, and the content, while scary, isn't actually that violent (it's content to [[NothingIsScarier imply graphic violence]] rather than [[TorturePorn actually show it]]).
82* ''VideoGame/FridayNightFunkin'' has great popularity with younger viewers due to its simple-enough gameplay, very catchy music, and cutely designed characters. It helps that a (now seemingly canon) element of the game is the relationship between Pico and BF which many in this periphery demo ran with as romantic. (The fact that they are canonically exes does not stop people from portraying them as a budding romantic couple, often ignoring all other characters entirely.)
83* The SNES Super Scope was almost a failure for Nintendo despite being touted as having laser-accurate controls, and Nintendo dropped the device after a year. It was ''almost'' a failure because its laser-accurate controls attracted the attention of the US military, who created a SNES military simulation called M.A.C.S. (Multi-Purpose Arcade Combat Simulator) and a recreation of the M-16 rifle to be used with the simulation.
84* ''VIdeoGame/{{Undertale}}'' is a game that has similarities to ''VideoGame/EarthBound1994'' and is liked by fans from that game, but ''Undertale'' also is ''massively'' PopularWithFurries; it's not just because it has humanoid animal characters in the game, but said characters are written very well and are shown to be very likable, whereas animal characters in other games are often seen as generic or cliched by most in the furry fandom. The game goes so far as to poke fun at this, since this fanbase first appeared while the game was still in development.
85--> '''Sans (after selling several hot dogs and a "hot cat"):''' ... you really like hot animals, don't you? hey, i'm not judging. i'd be out of a job without folks like you.
86* ''VideoGame/{{Tekken}}'' is aimed at teens and adults, but has a large fanbase with children. This is mainly due to being able to play as animals such as bears and kangaroos and characters like the cyborg ninja Yoshimitsu and the Jack-bots.
87** And to make matters more obvious we have ''VideoGame/PokkenTournament'', which itself lands here by appealing to the competitive crowd in spite of its much simpler mechanics. In fact, the simpler mechanics are a part of the appeal, as it makes a great gateway game to more mechanically complex fighters (such as ''Tekken'', above) and letting players get past the mashing phase and focus more on individual matchups much sooner than normal. The completely original Field/Duel Phase system also lets players get a feel for both 2D and (to a lesser extent, due to Field Phase's uniqueness even among its subgenre) 3D fighters at the same time, rather than settling for one or another.
88* ''VideoGame/YokaiWatch'' is a children's series, and indeed, it's very popular with kids in its homeland of Japan, to the point of baffling adults--indeed, Japanese kids have said they prefer it to the [[MonsSeries similar]] ''VideoGame/{{Pokemon}}'' because Pokemon is too popular with adults, and ''Yo-Kai Watch'' is uniquely "theirs." Once the series made it to the West, however, it quickly developed a fandom of the same Pokemon-loving young adults.
89* ''VideoGame/HatsuneMikuProjectDiva'' is many a rhythm game fan's introduction to the Vocaloid characters.
90* Despite definitely not being for children, a major part of the fanbase of ''VideoGame/YandereSimulator'' are preteens and younger.
91* There are two types of fans of the ''VideoGame/WWEVideoGames'' series. The first would obviously be wrestling fans, teen and preteen boys, older men and women, who enjoy the characters, the spectacle, even the athleticism as if it were a real sport. Then there are the second type of fan: the ones who see the [[Franchise/StarWars Stormtrooper]] helmet in CAW mode and think, "Hey let's see how well I can make this character up." These are the ones who see the matches and the booking and the writing and think they can do better and actually set out to do so. There are also the ones who just want to be able to play a real DreamMatchGame and instead of it being just sporting legends or just comic characters or just Nintendo icons, you can have Samus, Connor, Jon Snow, [=McCree=], Ken, Scorpion, Leliana, Picard, Jin, Joel, Cloud, Gordon Ramsey, Kusanagi, Mal, Nemesis, Liara, Osama, Chloe, Joker, Sweetwater, Nightmare...
92* ''VideoGame/WiiSports'', especially bowling, found a surprisingly large fanbase in nursing homes and senior centers due to being small, easy to set up, easy to play, and not likely to hurt one's foot if you dropped the "ball." ''VideoGame/WiiSports'' and ''VideoGame/WiiFit'' also found use in [[https://www.youtube.com/watch?v=REEpVde0qmQ physical therapy]] as a way to help patients recover balance and fine motor skills.
93* Creator/{{Nintendo}} is popular among much older players due to reverence and nostalgia to the characters and series while officially targeting [[https://www.ign.com/articles/2004/05/11/e3-2004-miyamoto-roundtable-2 "everyone: people age 5 to 95"]] and keeping children as a very important market, it is also very popular among PC gamers; they generally prefer it over the other consoles due to their exclusive games, as well as the fact that most of their games tend to run at 60 FPS natively, instead of the 30 FPS that most modern console games target (which PC gamers despise). It also helps that [=PlayStation=] and [=Xbox=] consoles tend have little appeal to PC gamers because their primary focus is graphical capabilities (which one can easily surpass with a gaming PC), while Nintendo systems tend to have more unique selling points that make them appealing for other reasons, such as touchscreen controls on the Platform/NintendoDS, motion controls on the Platform/{{Wii}}, glasses-free 3D on the Platform/Nintendo3DS, and portability (alongside all of the above besides 3D) on the Platform/NintendoSwitch.
94* The otherwise forgettable SNES game ''VideoGame/SpeedyGonzalesLosGatosBandidos'' is popular among developers and testers of SNES emulators, since it features an obscure bug that only occurs on emulators that aren't perfectly accurate to the console's behavior, thus it is most commonly used nowadays as a benchmark of emulator accuracy.
95** Similarly ''[[VideoGame/JustDance The Smurfs Dance Party]]'' received a lot of attention from the Wii homebrew and emulation community due to its bizarrely tough DRM, which took years to crack well after just about every other game on the system had been figured out.
96** ''VideoGame/GrandTheftAutoLibertyCityStories'' is well-known among PSP homebrewers due to one of the easiest and most popular methods of jailbreaking the system involves a trick with the game's save system.
97* ''VideoGame/TheCaligulaEffect'' was a Platform/PlaystationVita game aimed at people in their 30s, though it attracted quite a lot of younger fans as well, given the wide variety of deep and very personal subject matter that it tackles along with the attractive characters.
98* ''VideoGame/{{Bayonetta}}'', despite being the absolute reigning queen of MsFanservice in gaming, has a lot of female fans. Articles written by her female fans cite how Bayonetta completely owns her sexuality instead of being objectified by other characters, plus how sexy she is for most of the game is dependent on how much the player makes her sexy. Also some believe the {{Fanservice}} is so over the top it goes from titillating to silly.
99* Although it is about creating fictional pandemics, ''VideoGame/PlagueInc'' was ''not'' made to educate players about disease. However, when the COVID-19 pandemic hit, it gained a large subsection of players who played it in the hopes of gaining a better understanding of how diseases spread. The developers quickly became aware of the new player base, and the game was updated to be slightly more realistic in response.
100* The infamous ''[[VideoGame/TheSims4 Sims 4]]'' mod ''Wicked Whims'' expands the game's [=WooHoo=] system to make it far more explicit, [[TheInternetIsForPorn and it has the kind of audience you'd expect]]. However, the mod also includes expanded attraction, relationship and pregnancy systems to the game, and those features are very popular with players who have no interest in the sexual content since it adds a lot of gameplay and storytelling possibilities. It is to the point where a standalone mod, ''Wonderful Whims'', was created to provide a way of getting all these extra gameplay mechanics while keeping the game SFW, and is a popular mod in its own right.
101* The decision to give ''Franchise/TombRaider'' a female protagonist was explicitly to provide the anticipated heavily male demographic some {{Fanservice}} (or, to paraphrase the developer's exact statement, an ass they'd be happy to stare at all day). However, from the very first game in 1996, ''Tomb Raider'' has had a player base that's at estimated to be at least 40% female, which was completely unimaginable for action-adventure games in the late '90s. Turns out that, despite her oversexualisation, giving girls and women a protagonist who resembled them while avoiding many common stereotypes of the time (Lara is physically strong, intelligent, independent, and never once relies on a male character for rescue no matter what her situation) was a huge draw for getting them into action games. Indeed, in creating a female lead that they thought male players would find attractive but still respect enough to want to play as, the devs quite unintentionally created an extremely potent escapist character for women in their audience.
102* ''VideoGame/TribalHunter'' is essentially a furry {{Metroidvania}} made by furries for furries, especially those who are into characters [[InflatingBodyGag being inflated]] or [[SwallowedWhole eating each other.]] Despite the obvious furry appeal, the game has gained a following among non-furry fans who like the deep game design, the [[FunnyAnimal interesting characters]] and the awesome art design. It also helps that the game is surprisingly work safe, which makes it easier for people to get into even if they're not keen on the vore or inflation themes.
103* ''VideoGame/IdolShowdown'' was created primarily as a WebAnimation/{{Hololive}} fan-game with a plethora of in-jokes and references. However, due to its well-designed gameplay the title has seen significant popularity in the MediaNotes/FightingGameCommunity, even among people who aren't fans of [=VTubers=] as a whole.

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