Concessions:
I will concede to you, Mr. Tiles, that post-merger ratings and the growth in the past two years has generated a large increase in ratings. I concede to you also that you are running a business and not a "public service."
I will now proceed to use words commonly heard on G4 itself to explain the large increase in gaming lately to explore the flaws with this channel.
First and foremost:
I do not necessarily think that all G4 programming is inherently bad. I actually enjoy most of it, including Ninja Warrior which is about neither video games nor technology. I also believe that in the past 2 years G4 has come a long way. 2 years ago when I would tune in it was like being on hold with the phone company; hearing (and in this case watching) the same thing over and over waiting to get to what I was originally after. Re-runs (and cheap cleavage) plagued the station. I am pleasantly surprised to see a large influx of daily programming and being able to tune in without seeing the same thing twice or three times in the same 24 hour period.
Now:
I do not think G4 is achieving at all it's potential. It seems that almost daily the advance of video games to the mainstream media and large public masses is made mention of on one or more program of G4, even if it is the dimwitted Adam vs. Adam. It seems to me, however that they neglect their own comments about how gaming is extending to more people. Tiles argues that they cannot simply be about games and technology all the time, although he would like to be. He cites that the target age of G4 viewers is males between the ages of 18 and 34, but in so doing largely neglects a large part of those who play and or buy video games. At theesa.com (the website of the Entertainment Software Association) they state that:
- Sixty-seven percent of American heads of households play computer and video games.
- Eighty-five percent of all games sold in 2007 were rated "E" for Everyone, "T" for Teen, or "E10+" for Everyone 10+. (not generally the games that appeal to their target audience)
- Thirty-six percent of American parents say they play computer and video games. Further, 80 percent of gamer parents say they play video games with their kids. Sixty-six percent feel that playing games has brought their families closer together.
- Thirty-eight percent of all game players are women. In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (31%) than boys age 17 or younger (20%).
- In 2007, 24 percent of Americans over the age of 50 played video games, an increase from nine percent in 1999.
There are very few programs left that take a look at the making of games or as a documentary of the most popular games. There are no "how to" for computer programs or multimedia editing (something which might attract the EXACT audience they want.)
I suppose that mostly I have just been disappointed with G4 catering to those who are not really their target audience. Ratings may be going up, and that's great, but please Mr. Tiles do not insult us by telling us that your target audience are males between 18 and 34 and then air crap like cheaters and cops to keep it afloat. His defense cites that FX was once an all women's channel and that Spike used to be TNN (The Nashville network) but that eventual evolution was necessary to become what they are today. The only reply I have to that (noting that cheaters and cops are among the highest rated shows on G4) is, "If you want to be white trash TV you are well on your way." The next G4 premier "Extreme makeover: trailer edition"
fawk_novat0
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