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Home | | Women Gamers
ESA Study Finds 38% of Gamers Are Female
Gamasutra is reporting that a new study from the Entertainment Software Association (ESA) has found that 38% of gamers are female. Gamustra points out that while many gamers are female they are underrepresented in the gaming workforce - an IGDA study found that just 12% of game industry employees are female.
A new report by the Entertainment Software Association (ESA) claims that 38 percent of all gamers are female, with the average female gamer spending 7.4 hours per week playing games.
According to the survey, the majority prefer to play casual style games and use primarily either the PC or Nintendo DS for their game playing.
Despite the high percentage of female game players in today's market, an International Game Developers Association (IGDA) study suggest that women only make up 12 percent of the games industry workforce.
Wired notes that the ESA study also found that average game is 33-years-old not young like you might expect. You can find more game demographic facts here on the ESA website.
Posted on March 3, 2008
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Cecropia Previews Romantic Comedy Game
It was over a year ago when we first blogged that a company called Cecropia was working on a romantic comedy game. They were working on an interactive game with complex characters and a rich graphics and animations. The Cecropia team includes former Disney and Pixar animators. They are closer to releasing the romantic comedy game and recently offered a preview of their upcoming game called The Act.
Players take the role of Edgar, a shy window washer who is tossed into a strange role and must maintain the deception – The Act – through a series of increasingly challenging scenes. Players use a simple knob to control Edgar's reactions and interactions with a comic supporting cast.
More than 1,200 people have played The Act since the field test began. The reaction, from hard-core gamers to people who don't usually play video games, is outstanding.
These are comments of people who played the game from a Cecropia press release but they do indicate that some people found the game enjoyable.
"It's a cinematic experience you don't get in any other video game. I enjoyed watching the emotions of the characters and I wanted to know how the story ended because I really cared what happened to them."
"It is the most original game I've seen in a long time. It has the eye candy factor of past games like Dragon's Lair but you've eliminated the tedious and repetitive move-memorization game play."
"The slapstick comedy in The Act is tremendous and made us want to play over and over."
It sounds like Cecropia may have something good here with its new genre of video games. You can read more about them on the company's website. They have even created characters to represent the management team.
Posted on October 5, 2006
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Study Finds Average Gamer is Forty-One
A new study from Comscore has found that the average gamer is 41 years of age and has an average income of $55,000. The study also found there are now more female gamers -- 52 percent were female.
comScore Media Metrix, the leader in digital media measurement, today released the second quarter results of Game Metrix, a quarterly syndicated study analyzing gamers' cross-platform behaviors and attitudes. The study combines the passive observation of online behavior, including visitation to online gaming and gaming information sites, with the results of a survey of 800 respondents who provided their attitudes regarding gaming and other usage information.
Contrary to popular belief that gamers are primarily teenage boys, results of the study indicate that video games have much broader appeal. On average, gamers are 41 years of age with an average annual income of $55,000. Further, females account for 52 percent of the gaming audience. The average gamer has been online for nine years and 84 percent have broadband access at home.
The study also found that previous gaming experiences and word-of-mouth are the main motivating factors behind purchases of new games. The top reasons were "I played it before and liked it"; "It's a sequel to a game that I like";
and "I heard good things about it." Other purchase reasons including reading a review, watching an ad, price and "wanted to demo the game."
"The most popular drivers for purchasing games seem to fall into two basic categories - game experience and word-of-mouth," commented Erin Hunter, executive vice president of comScore’s Media and Entertainment Group. "These findings underscore the importance of marketing to, and listening to, experienced gamers. Familiarity with a particular game can influence both the gamers' direct purchase behavior, as well others' purchase behavior through positive word-of-mouth."
The study also found that heavy gamers (who played games at least 16 hours per week or played games on two or more devices for at least 11 hours per week) were more acceptable of some forms of in-game advertising. You can read the results from the study here. Adotas has an article about the new study of gamers.
Posted on September 27, 2006
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Frag Doll Finalists Announced
Eight finalists have been announced for in the competition to find a new Frag Doll. The Frag Dolls are a group of blogging girl gamers sponsored by Ubisoft. Bios and photographs for the eight finalists can be found here. News.com reports that the new Frag Doll will be chosen in April after auditions and gaming competitions.
Ubisoft is hoping that it will inform and entertain both groups with its search for a new Frag Doll, the company's sponsored roster of hard-core gamers, who all happen to possess two X chromosomes.
As such, the company announced Tuesday night its eight finalists in an eight-month-long national search for a new Frag Doll.
Among them are Nin9tyNin9, a "Halo 2" and "Quake 3" fan from Phoenix, and PerfectDark, a killer "Ghost Recon 2" player from Brooklyn.
After a weekend of auditions and competitive game play at Ubisoft's San Francisco offices in early April, the company will name its final choice.
The article also says that GameTrailers.com will be filming the auditions to produce a web-based reality-series. No word on win this show will be available, however.
Posted on March 27, 2006
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Will Complex Character Dramas Appeal to Female Gamers?
Newsweek has an article about how game developers are focusing more on women and developing games with more of a social and element element to them. Of course, there are amny women that love playing first-person shooters and action video games but this particular Newsweek article focuses on game companies that are trying to develop games for women that aren't already active gamers. The article says some females have been attracted social worlds in games like the Sims. Newsweek says a Sims producer told them that some of the female Sim players are what are known as dollhousers and a few of the men sound like dollhouse ruiners.
Boys and men play, too, but not quite the same way, it seems. "We have what we call our deviant players," says McArthur. "I hate stereotypes, but they're usually male, and they like to create chaos." A favorite trick for deviants: putting Sims families in homes with no doors or windows, where they're bound to die. At the other extreme: "a lot of our women we call 'dollhousers'," says McArthur. "They like to build their dream house." That takes time, but when everything in it is working right, "then they can spend all their time socializing." Which means more woohoo.
The article also says women are drawn to highly interactive MMORPG's like the popular World of Warcraft game. The most interesting part of this article is the discussion of a game called Facade that uses artificial intelligence to simulate real emotions in the game's characters. Facade bills itself as a one-act interactive drama.
So far, only one game has moved into this arena. It's a free download called Facade, which its creators, Andrew Stern and Michael Mateas, call a "prototype research project." Although the file is a huge 800 megabytes and only fast PCs can handle it, Stern says the game has been downloaded 150,000 times since July.
Facade's minimalist graphics are the antithesis of those in most modern electronic games. The personalities are what count. "We're trying to appeal to the non-computer geek," says Stern, "people who are turned off by games because they're not about people's lives." He says at least half the downloads are by women, perhaps more. "The experience is like standing on a stage with two improvisational actors who are trying to make a drama happen," says Stern. They're a man, Trip, and a woman, Grace, whose marriage is coming apart. You hear them arguing through the door, but when you enter, they tell you everything is just fine. Soon, "they're trying to get you to take sides," says Stern. "You can help them, provoke them, flirt. A lot of the humor comes in when a player acts crazy or out of bounds" -- a deviant, no doubt -- and the characters try to keep the drama going."
Facade sounds like it may a little too dramatic for most people but these algorithms used to generate complex character behaviors and emotions will probably be incorporated into many virtual worlds in the future. The more real the non-player characters seem the more interesting the games can become. It will take a lot to pull the daytime Soaps crowd from their television sets but it could happen and the game company that figures it out could bring in huge revenues.
Posted on September 28, 2005
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Game Industry Plans Increased Focus on Women Gamers
The game industry plans to focus more on women gamers in
the future according to this BBC article. The article says game
developers will focus more on puzzle games and multiplayer
games to interest female gamers. Games like The Sims and Yohoho! Puzzle Pirates have already proven to be popular with
women gamers.
The games that are likely to appeal to women are not the traditional "hack and slash" ones or time-consuming strategy games that men prefer.
"Women don't have free time even to set up a game. They require a game that is quick to get into and doesn't require a great time commitment," said Mr Adams, founder of the International Game Developers' Association.
The fact that women also tend to be more social means multi-player games will appeal more than single-player ones.
"We are soon going to be seeing massively-multi-player online games that are dominated by female players," he said.
"Existing online role-playing games are succeeding with women in spite of their subject matter, not because of it. When we get more games whose gameplay genuinely appeals to female players, we can expect to see huge growth there," he said.
Always-on also has an article about the game industry's hopes for women gamers. The article says women are already starting to close the gap in the amount of time spent playing games per week:
In the game industry, the term "hardcore" refers to repeat buyers; currently, male gamers buy more games per month by a 0.95-to-0.67 ratio, according to IDC.
But a respectable foundation on which the industry can build the ranks of female customers appears to be in place, as 43% of all gamers now are female, according to the Entertainment Software Association. The average female gamer over the age of 18 logs 7.4 hours a week, a number that's closing the gap on male gamers, who play for an average of 7.6 hours a week.
A white paper by ELSPA, an organization for British computer and video games industry, describes some of the games women like to play:
The results of in-depth interviews with 20 women who play games
indicate that favourite titles include role playing games like the
Final Fantasy series (Square Enix, 1987), narrative adventures
like Legend of Zelda (Nintendo, 1987), easy-to-pick up driving
simulations like Colin McRae Rally (Codemasters, 1998), puzzle
adventures like Prince of Persia: Sands of Time (UbiSoft, 2003),
quick-fire arcade puzzlers like Tetris (Atari, 1988) and life
simulations like The Sims (EA/Maxis, 2000).
Those who reported that they particularly enjoyed action titles like
Halo; Combat Evolved (Microsoft, 2002) suggested similar reasons
for their satisfaction with the game as those who preferred nonaction
titles.The presence of a good plot, rich characterisations, choice in
how they pursue goals, freedom of self-expression, novelty in
challenges, immersion in atmospheric virtual environments, pickup-
and-play capabilities and flexibility.
Women also indicate that identifying with a character is important
to their enjoyment of to their enjoyment of a game. Arguably, as more women have been vocal about their game playing, there has been an increase in
strong female protagonists.
There is a Women in Games Conference in Scotland this August that will discuss womens' role in games, what kinds of games women like to play and career and networking opportunities for women in the gaming industry. The BBC article noted that female gamers make up 69% of the gaming population
in South Korea -- so there should be plenty of room for the
number of female gamers to grow in the U.S. and England.
Posted on July 2, 2005
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Women in the Gaming Industry
The trend in gaming and technology is more focus on women as
gamers and buyers of technology products. Marketers
understand the purchasing power women have and also that they
enjoy gaming and technology as much as men. Just read the Girl Gamers Turn Pro entry from last week if you don't believe girls love gaming and competing. But what about women working in the game industry? Killer Betties, a website covering entertainment for women, notes that "Women who are gainfully employed in the games industry are becoming more and more common. The assumption that video games are a man's domain is finally becoming outdated. Women are playing and working with video games in astounding numbers. According to the ESA, 39% of game players are women. While the percentage of women working in the industry is still small, these women are paving the way for equality in this environment as well. More and more young women are going to technical schools and getting hired by game developers who see the value of a female perspective when creating video games."
This was posted on KillerBetties.com in the intro to an interview with with Terri Perkins, the Online Product Manager for Funcom. In the interview Perkins says you need to be tough to make it in the gaming industry regardless of your gender. Perkin said:
At some conventions for example, you are assumed to be a receptionist,
secretary, booth babe or someone's girlfriend just due to your gender. If you
are working in a role that is normally handled by males then you have to do
the job wonderfully and be much more aware of your actions and how they will
be perceived, and still some will assume you got a job because of sleeping
with someone. Maybe men get this too? As women take on more of the senior
roles I believe this issue will diminish over time as it has with other
industries. Bottom line is this: If you're a weak person (no matter your
gender) this industry isn't the right place for you.
Posted on March 14, 2005
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