Mouse One said:
Nope. Industry sponsored surveys find that about 40% or so of all gamers are female. Include casual games and it's higher. Average age of gamers is 33 (not the same as age of buyer, which averages in the forties). Percentages are lower for consoles, but still around 25%.
Wrong. You're either woefully ignorant of the subject, or an outright liar.
Take your pick.
The percentage of female gamers only climbs north of forty percent by including every type of video game, which would include casual games. This was noted as being the case in a publication such as the New York Times no less.
NYTimes said:
Industry statistics from the Entertainment Software Association say 47 percent of game players are women, but that number is frequently viewed as so all-encompassing as to be meaningless, bundling Solitaire alongside Diablo III.[footnote]http://www.nytimes.com/2012/08/02/us/sexual-harassment-in-online-gaming-stirs-anger.html[/footnote]
Nor does the ESA publish the methodology of their data collection, nor do they release the raw data so that people can draw their own conclusions as to who is playing what. In fact the annual ESA releases, and many other industry backed surveys and studies like it, are little more than industry propaganda. Carefully cherry-picked data that has first been collected, then stage managed to display the gaming industry that paid for it in the first place in the most flattering light possible. Which is in a large part why the industry fact sheet goes out of it's way to report that women over the age of 18 make up a larger portion of the entire industry's audience then young men under the age of 18.
But lets have a closer look at the percentages they did release.
If we do a little simple math, and reverse engineer the statistics that they feature on their website[footnote]http://www.theesa.com/facts/gameplayer.asp[/footnote][footnote]http://www.theesa.com/facts/pdfs/ESA_EF_2012.pdf[/footnote], we will get a really interesting result. Male gamers seventeen or under might only make up 18% of the market, but that would female gamers seventeen or under make up 17% of the market. A gender neutral result as far as I'm concerned. The percentage difference between the genders of adult gamers is a lot wider on the other hand, with adult male gamers making 35% of the audience compared to female gamers coming in at 30%.
Combine the
'essential facts' published by the ESA with a wider knowledge of the industry. Social[footnote]http://gigaom.com/2010/02/17/average-social-gamer-is-a-43-year-old-woman/[/footnote] and casual[footnote]http://www.igda.org/online/quarterly/1_2/casual.php[/footnote] gaming audiences skew towards a much older female audience, with once of the sources I've listed mentioning a female participation rate of 75%, and I begin to wonder how much of that adult female audience would be comprised of that non-core audience that wouldn't be interested in playing an FPS like Borderlands because their idea of a fun time would be playing a rousing game of
solitaire.
If the games as they're currently presented are capable of attracting a near gender neutral result amongst younger gamers, what barrier then exists for an older generation of female gamers that doesn't similarly exist for older men?