The feature was written in 2005.
As you can tell (or already knew), graphical adventures and IF have a lot in common as mediums: an early form of computer game, once popular and commercially successful, now virtually unknown in the PC and console market, even if you define them more broadly than purists insist upon. And IF is even farther behind adventure games in brand recognition, commercial success, and inflexibility in the face of today's market forces.
I'm sure articles similar to Rafól's were also being written about IF five years ago. Since then, the gaming industry has continued to boom. The number of casual gamers has increased dramatically. The fiction market is still huge. This generation reads and links copious amounts of digital text in e-books, websites, blogs, forums, comments, social networking, IM, and texting.
Yet adventure games and IF continue with virtually zero market share. What gives?