I am gonna change up the order of these so that the top stuff is what I think is your main points. You're evasive tactics has pushed them to the bottom by arguing over semantics. (Which I enjoy, so no worries, but I would actually like for this to go somewhere eventually.) I have actually given you time waiting for you to break out some of the survey to use in this discussion but you seem to like using generic buzzwords about a generic study instead so I will help it along since we are sounding like Pete and repeat here as you frantically run in circles in your argument.
chikusho said:
How about you just tell me why this study is useful?
For one, it shows exponential growth and diversity in the gaming medium.
Not sure where you are getting exponential growth, 8% in 4 years. Break out the party hats and noise makers the whole world has completely changed since 2010. It's a new era now that 8% more women play phone apps more often than before. We can't even tell how much growth because the actual amount of media consumed isn't reported. What if just more men quit? That could also be the reason for these percentages. It probably isnt, but the study doesn't really clarify. These percentages represent an un-quantified value and only measures two groups based on gender alone. As for the article, the WHOLE article is talking about women playing on their phones.
Why should I be "supportive" of a study that has only altered the numbers by 5-10% from last years?
Never said you should be supportive of a study. Also, do you not realize that 10 percent is an enormous amount of people?
chikusho said:
1. realizing the actual significance,
2. being supportive, welcoming and inclusive into this great hobby of ours.
Actually, you did. Plus, we don't know the numbers and it is actually a percentage of a percentage. I wouldn't doubt it is still in the tens of thousands but a percentage of a percentage means it is probably considerably less than you are thinking. Since you keep ignoring that different markets exist you probably aren't seeing that it is a percentage of a percentage. The original article is talking about the mobile market directly and not 'the industry' merely the mobile section of 'the industry'.If you look at the study you will find numbers that suggest against this in the core market.
Example: 14% play with their spouse or significant other. That is a lot of male/female relationships that is probably largely based on one person in the relationship not being interested in gaming. Or both play non-social phone apps or whatever. But if this study TRULY showed diversity, you would think this number would be at least above 20%.
Who exactly am I supporting when I start being supportive?
The previously underrepresented demographic that has found a way to join and grow the medium.
Ah, so it is an attempt to use the study as a way to argue women are underrepresented. Why did you lie about your intentions? And before you say you didn't:
chikusho said:
This thread was made as a counter argument to the claim that females are outnumbered in core gaming.
My post was not an argument to the claim that females are outnumbered in core gaming.
We can assume that mobile gaming is different than core gaming now if you would like which would then not make it look like you lied. Now that you are at least acknowledging different markets exist in 'the industry'.
Be supportive of women playing games? I am not being unsupportive. 7/10 women in my family gameon consoles. 9/10 gameon mobile. Those 2 that game on mobile only have zero interest in non mobile games at all. I know guys who do the same thing. If it ain't a game on a phone, they don't care because games aren't meant to spend more than 10 minutes on. They see games as something to play for 5 minutes at a time throughout the day while waiting for stuff. They also look down on gaming as a hobby.
Now on to the battle of semantics. With that out of the way, let's showcase how your argument is scattered everywhere desperately seeking a point
Savagezion said:
Bless your heart, you are gonna amuse me. I never said they weren't. You said that I said they weren't. I said they were different markets. And the industry has many markets. 2 very different people play those types of games. One is focused on stabbing people in the throat and one is focus on cute birds knocking down the houses of cute pigs. Angry Birds would be more similar to the market Nintendo goes after with the cutesy stuff. Where as Assassin's Creed is going to target people interested in stabbing people in the throat/history/conspiracy. (Like it or not, a more mature gaming experience.)
I never said you said they weren't. You emphasized that they were different things, I explained what ties them together. Something you agreed to which makes your initial argument completely pointless.
Do you REALLY think that you explained to me what a video game was? Really? Interestingly enough I can't seem to convince you that they have differences and that those differences matter if you plan to say that this study has any significance to 'the industry'. Otherwise its just fun numbers. (Why the study even exists) Because the industry has differences within it and for the study to be significant in any regard, it needs to show consumer habits instead of throwing out random fun facts.
SO? What is the point of this study?
To show the current state of the gaming industry.
Yet, it is too vague to accurately show anything. It is just statistics for the sake of statistics. Which don't get me wrong is fun to look at but it isn't significant to the industry in any meaningful way. I wish it were, but trying to get any significance out of those numbers is like saying my tabby is a tiger because they are in the same animal family. Even in the 14% stat that I posted above I am throwing conjecture at a wall because it doesn't mean much without further statistics.
Are you trying to win an argument or are you trying to prove a specific point?
My initial point remains: everyone is going to miss the point of this study. Other than that I'm only replying to your misconceptions.
Your initial point was that everyone is going to "shit over the statistics" and fail to see significance or be supportive. The point of the study is just to track
how consumers consume the media in the industry, which has not stayed constant due to the rise of mobile gaming and its entirely different trends and models to 'the industry' prior to its existence on the scene. If anything mobile gaming being so different than gaming media before it is what "shits on the statistics" considering at least you have admitted that the "significance" and "support" is in the vein of female gamers.
Now because of that completely different style of market those numbers are much more vague as are the male numbers if you plan to use that information to divulge what consumers want and on what type of gaming platform/device.
What does that have to do with anything? Did I SAY it was trying to sell something? No, I eluded to the fact that this study cannot be used in any meaningful way in marketing because it ignores demographics.
You said it couldn't be used to sell anything. You said something completely irrelevant to the study, so that made me assume you somehow thought it was connected. Because why else would you bring it up? What is going to be your next argument, that you can't use it to prove global warming?
Well, you can't use this study to prove global warming. Similar to how you can't use this study to show there is a market for any specific platform. Yet, many people have tried to do exactly that in the past. The rise of female gamers happened the second the rise of mobile games happened and this is an argument thAt has happened so many times that now when I see someone go "look this study proves women play games" I automatically assume the agenda for the thread is to push female protagonists in console gaming. Which I am not against at all and am actually in favor of. However, this is not evidence it will work like some people want it to be.
And someone who is not interested in games whatsoever will not use a smartphone for gaming. These people are not represented in this study.
But they will still own a smartphone so that point also still stands.
But they will not be gaming, so the point does not stand. Gaming is gaming, not gaming is not gaming.
Owning a smart phone =/= gaming with smartphone.
Gaming with smartphone = gaming with smartphone.
It's mind-numbingly simple. You have to be trolling.[/quote]
Owning a smartphone =/= owning a console as you are claiming "because it plays games". Console gamers are the core audience for major publishers whether you choose to accept it or not. They hunt "whales" in the mobile market. Console gamers are a reliable source of income if you cater to them. Try to push stuff on them like Microsoft and, not so much. (Still proud of everyone for that BTW) There is only 1 real reason to own a console and that is to play games. Blu Ray players are cheaper and a smart TV offers all the other benefits for hardly any extra cash than a non-smart TV. Owning a phone is practical for everyone so that device is is a given that most people probably have one. It is NOT a given that everyone owns a console.
The average U.S. Household owns at least one dedicated game console, PC, or smartphone.
Of that, only 51% of U.S. households own a dedicated game console, and those that do own an average of 2
See how the number cuts almost cuts in half? A percentage of a percentage. You have a study of two markets here at the same time. Then it goes on to show the rest of the study as if it were 1 whole market. These two markets operate on completely different guidlines and thus consumer habits will be vastly different from one another and skew each others results.
BTW, in case you forgot, that point is that it is convenient for most people to own a smartphone and not convenient for everyone to own a gaming console unless they are interested in the hobby of gaming. (Thus they are considered the core market)
So what, now it has to be inconvenient to play games for it to count? Your criteria keeps making less and less sense.
In the discussion regarding female protagonists in console gaming, yes it has to be "inconvenient" for it to count. Who will go out of their way for it? As I said this is a sub-debate of a much larger debate. If this thread gets a lot of "HURRAH!"s someone will make a thread using this study to go "Look at this study EA, Activision, Ubisoft and learn" and then I would be in there saying this stuff. I am heading it off at the pass if I can. And yet, that thread still may happen despite it.
I bet you like that I bit at that red herring. I love how you then go "well that's irellevant". I know, I was indulging your antics. Hell, I will do you one better you can emulate PS1 titles on your phone. So? Did you have a point with that or were you just arguing?
Like? No, I'm quite baffled as to why you keep bringing up irrelevant points. Are you trying to say you're bringing up irrelevant points on purpose?
LOL, yeah right. That was a counter point to a point you brought up. You said that a phone is the same as a console because it plays games. You were trying to once again say they are the same. You have been back and forth the whole time going:
You: "They are the same"
Me: "no they are different because X Y and Z"
You: "Well duh, I said they are different, that's how the industry works."
Then you will turn around and finish your post with "How can you not tell they are the same?". That is amusing to me.
Let's skip ahead.
EDIT: Nonono, I got quick on wrapping this up. It is not a singular entity. Industry is just an umbrella term. Movie industry, Entertainment Industry, electronics industry, etc. we use that term when we want to show trends around that media.
Which is what this study does.
I disagree. Now this is a terminology thing I have no idea if this will land for you or not. Probably not, but I am gonna see what happens. This study is most valuable tracking consumer habits. Consumer habit is something that is steady and doesn't really change. (Thus the term habit.) Now consumer trends on the other hand are just things on the upswing. It could be a fad, or it could die. It is a trend, and the only thing constant about trends is that there is always a trend of some kind. Mobile gaming statistics have't been around long enough to be considered a habit in 'the industry' They are like 10 years old, barely. Console gaming is turning 40 years old. It has habits. Mobile gaming is a trend right now. It may last. Gaming itself started as a trend. It has became consumer habit and an industry was built. If you are going to show the industry it is best to leave trends out.
Now I know you are itching to post that mobile gaming isn't a trend and isn't going to die. I agree. For now, yes it is a trend, but it will grow into something else. However, for now it is at best stepping out of 'trend' status and I would even say it is a whole separate division in the industry. Clearly many other people see it the same way as they play mobile games but don't identify themselves as gamer and wouldn't want people to say they are. Anecdotal, but a guy at work plays mobile games every chance he gets but will make it a point to stress he isn't a gamer. He does this so that people don't talk about games like Skyrim and such with him because he doesn't play them.
Your criteria for exclusion makes absolutely zero sense, and I have yet to see you back those criteria up with other than some personal preferation. You want this industry study to be a single market specified demographic study.
No, I am saying this can't be used as a single demographic study. Specifically, that it can't be used to show that more women would buy female protagonist console games. Whether you are incenuating it can or not is irrelevant. That is why the OP posted this study.
snowfi6916 said:
http://www.pbs.org/newshour/rundown/female-adults-oust-teenage-boys-largest-gaming-demographic/
The schadenfreude here is so sweet. And I am glad there are going to be whiny male gamers crying into their soup over this.
The 21st century is here. Get on board or get out of the way.
The reason is because anyone saying that female protagonist games don't in fact pull in as much money as male leads makes you a misogynist now days instead of pragmatic. I can want female leads as much as you and remain pragmatic.