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Women, Myths & Video Games

  • Date January 29 2010
  • Posted by Marion
  • Tagged with
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Women, especially mothers, are gatekeepers and budget masters; they own the keys to the marvellous world of consumption, proudly sat on the throne of purchasing power. Traditionally when women are mentioned in the same sentence as video games, people will automatically think it is something to do with controlling their children’s gaming habits. However, believe it or not, women do buy video-games for themselves, as part of their own personal entertainment and are now fast becoming equal in the gaming world. So next time you come across a pretty and well-equipped female Blood Elf in World of Warcraft, she is probably a real girl and not a guy pretending to be one!!

• Why have we never talked about girl gamers before?

In the USA, 40% of all game players are women. In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (34%) than boys age 17 or younger (18%).

The reason why women didn’t get into gaming sooner, is probably down to the repelling image of female characters in video games. Very often in a secondary role, female characters have mainly been sexualised and stereotyped, which represents a real obstacle to any identification process and therefore interest in the game.

According to Helen W. Kennedy “The console games market has traditionally been very explicit in their exclusive address to a male audience. In the late 80s and early 90s both Nintendo and Sega made it very clear that to attempt to market games for girls would threaten their real market – boys and young men. Sony’s Playstation, by addressing youth culture in general, broke with this tradition”

Fortunately, this trend has changed, moving towards a set of powerful, fit, fast and precise female characters.

The Female Blood Elf - Probably Controlled by a Real Girl!!!!

The Female Blood Elf - Probably Controlled by a Real Girl!!!!

• Is there a video game type for women?

Women don’t have as much time to dedicate towards video gaming as men do. Their lifestyle, children, and household care take up a lot of time on the top of their work! They are more likely to hook up with a game where they can, jumping in and out without being blocked in long-term objectives or achievements to reach.

The importance of the pace occurs with any genre of game. For example Grand Thief Auto, even though rated as one of the most violent and offensive games, does procure instant fun and entertainment, and therefore, generally, women enjoy it.

Something that EA understood very well with The Sims, is that women like to personalize their characters and create something they can identify with. The desire to escape reality in cyberspace tends to be a common element across genders; however, women do place greater importance on the customization of characters and gaming environments.

• So what’s the secret recipe for the perfect video game for girl?

Women who are into gaming, whether for work or pleasure, gather in associations to lobby for the access of video gaming careers to women, by subsidizing loans or giving career advices to young girls. Women want to see “more women making games, and thus, to make more games that women want to play.”

In reality, the number of women working in the industry is already rising: for example 60% of the developers behind The Sims are women. However, this may not be the miracle that women are waiting for. Sherry Floyd , a game designer at SOE’s Seattle studios, comments “I honestly don’t think it’s a gender issue,” she continues. “I think it’s a marketing issue.”

In the popular subconscious, women playing video games are abnormal: games are for guys. Unless they are accompanying their male partner, females are not seen as legitimate in video gaming temples (cyber cafes, game shops etc..). For example, women are more likely to under-report the number of hours the play then men, as if being a video gamer does not fit with being a women.

In statistics, female players are shown as two major clusters: casual gamers brought in by a partner or sibling, and hardcore gamers. But in reality, girl gamers are much more immersed in gaming than the stats like to show, and it’s this ability to adapt their gaming time that the industry should focus on to attract the female segment.

Playstation saw sense and avoided the Shrink It & Pink It approach

Playstation saw sense and avoided the 'Shrink It & Pink It' approach

• The girl gamers are crying out loud: give us a real segmentation!

As the figures show, women are now a real sub-group of the market: why not consider them as such?

Fortunately, women can salute the corporate effort to integrate female developers, as it helped the gaming industry to avoid the catastrophe of a full “shrink it and pink it” strategy. However, there is still a gap between the current offer (both products and marketing strategy) and the real landscape of female consumers.

Sources:
Entertainment Software Association
http://gamestudies.org/0202/kennedy/#top
http://edition.cnn.com/2008/TECH/ptech/02/28/women.gamers/index.html

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Last week the Virtual World Exploratorium Group, published their latest research paper, “Looking for Gender (LFG): Gender roles and behaviours among online gamers”.

The piece examines the main similarities and differences between male and female MMO players and is based on user entered data from popular MMORPG EverQuest 2. The findings are very interesting and, in many ways, indicative of the way the gaming world is going.

The research delves deep, commenting not only on the gaming aspects of the EQ2 users but also bringing in health, romance and sexuality into the equation. These extra results are without doubt interesting; however, the reports main value is that it serves as extra proof that there is growing equality in the virtual world.

Although there are still “stereotypical” differences between the gaming genders, the gap between male and female gamers is closing and in many cases overlapping.

Some highlights from “Looking for Gender: Gender roles and behaviours among online gamers”:

  • Men are more driven to achieve within the game space, and women are more driven to socialize, although these differences are not as large as one might expect.
  • Female players fall into two distinct categories: stereotypically feminine players, typically brought into the game by a partner, and very hard-core players.
  • The hard-core women are more intense than their male counterparts: “The top 10% of male players played an average of 48.86 hours per week, while the top 10% of female players played an average of 56.64 hours per week.”
  • Female players are healthier offline than the males. This is especially true among older players.
  • When males and females play together within a romantic relationship, the males are less happy and the females more happy. When not playing in a romantic relationship, these outcomes are reversed: the females are less happy and the males more happy.
  • There are a surprisingly large number of bisexual females playing, but not males. While male bisexual players stuck to the national average, females were about five times higher than the national baseline rate.
  • Females under-report their playing time more than males.

Check out the full report HERE

Via Terranova

Women Hard at Work

It’s time for another update on what the women on Mindbubble are up to, and as usual there’s a lot going on so many stories to tell.

logo_carphone_warehouse For the first time we ran a two week crowd sourcing project on Mindbubble. We were running the project for The Carphone Warehouse to generate ideas which could then be taken through to an online co-creation phase. The response we received was phenomenal with over 250 people joining the crowd sourcing project and taking part. The top ten contributors to this project were selected by the lovely people at Mindbubble and The Carphone Warehouse to win prizes. These ranged from IPod Nanos to Samsung notebooks and Sony PSPs. As well as this the top contributors have been asked to take part in an online co-creation phase to define their ideas further. All in all the crowd sourcing project was a great success and we will be running many more in the future!

The Mindbubble office has been smelling lovely and looking very clean recently as we have just finished a project with a home care brand. This project started with some online work on Mindbubble then the ladies came together to co-create some new product ideas with the brand team.

The latest Project on Mindbubble is currently live and we are half way through it. I can’t say too much but I can tell you it involves chocolate. So you can imagine our excitement when we heard this and not surprisingly lots of Mindbubble members wanted to get involved. Currently the ladies are writing blogs and having forum discussions about chocolate and how it fits into their lives, so there is a lot to read. We’ll let you know how it goes!

Finally we are busy putting together the finishing touches to our Mindbubble blog. That’s right folks another blog with more exciting content to read! Much like the Face site there will be interesting blogs from the members of the Mindbubble team plus some great content from members of the community themselves. We will be launching the second week in September so we’ll let you know as soon as we’re up and running and remember to watch this space!

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No croissants, no decent coffee and I can understand what is being said…I must be back in the UK.

So the Paris workshop has come to an end and I’m looking over the photos from the workshop with fond memories, pulling together the brilliant concepts from the workshop to take back online with 30 women over the globe.

The 2 days of co-creation has been a great success but it doesn’t stop there. Before we set of to ‘gay Paris’ we

completed an online stage with women from China, Brazil and France and later this week we will be taking the work from the co-creation back online. The beauty of combining both on and offline methods means that brands can gain valuable insights from across the world in a very short space of time whilst experiencing the richness of ideas that is gained from face to face interaction with brand experts.

The online stage for this community of women is ideal as not only do they have busy lives so they have the flexibility of jumping online when they can but they are spending a large amount of their free time online anyway so they feel very comfortable with this media. This meant we arrived in Paris with some really rich insights that got the co-creation off to a great start. The ideas that came out of the co-creation were innovative and based a very true insights, as we are going back online we had the time to create strong ideas that focused on the important details such a reason to believe and format of the product. Our creative women online now have the task of adding even more detail to these ideas and even changing them if they feel the need. I can’t wait to see where they take the ideas, there is never a dull moment in the world of co-creation.

Ok Charlotte and I are off on a run as we have both eaten our body weight in French pastries over 3 days!!

Lucy & Charlotte

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