Re:A gaming success story: how Warhammer became one of Brita...
by lambdaone on Friday January 23, 2026 @04:52AM
(#46730523)
I think the image of 12 year old boys as GW's customer base is probably outdated. I know a woman who is _massively_ into Warhammer, and spends a lot of money and time on it. An N=1 anecdote is not data, but it would certainly be interesting to look in more detail at GW's demographic.
1) Total Warhammer, Space Marine, and an otherwise highly successful video game licensing program.
2) Being well positioned to ride the overall rise of nerdier hobbies being acceptable
3) A marked shift in the company towards being more open and...friendly? It's hard to overstate how much the "old GW" sort of viewed its customers with a vibe that sometimes came close to hostility. There's much better engagement now, and a business built on something other than "A mom will buy this for their 12 year old, and will lose them when they discover girls."