
The casual games industry has grown from almost nothing in 2002 to well over
$600 million in 2004 in the United States (US). By 2008, industry experts
anticipate that the market will surpass $2 billion in the US alone.
While the gender break-down of casual game players can vary greatly from
genre-to-genre and even from game-to-game, the largest audience remains
women aged thirty-five to fifty.