Savo said:
Question for anyone who might know??has there been any kind of research into the number of female "hardcore" gamers? There is that often quoted statistic that women make up 50% of the gaming population, but I believe that research covered all kinds of games, including phone and mobile games, which makes that statistic misleading in a discussion of AAA games. Publishers need a tangible audience that will run out and buy and pre-order their lavishly budgeted games for $60 to justify making more female-led AAA games. I've looked for this information myself, but haven't had much luck, outside of a few vague and debatable statistics like the number of players who chose Femshep in Mass Effect.
I'd feel a lot better condemning or alternately supporting Ubisoft and other companies in situations like these if I knew for sure whether or not the hardcore video-game audience is as male-dominated as it often seems like.
short answer: Not that I know of. Longer answer: Kinda.
I have no idea what the actual metric used for the ESA number is; Ie. Hours per week, dollars per year, etc. and without a genre breakdown it's effectively useless data for companies to use to even begin marketing or prototyping for the market. That said, there was a spike some years back from an average in the high 30s to about 45% when mobile/phone games were added to the list, though I still don't know exactly what metric is used.
That said, the Neilson ratings do have some answers.
Unfortunately, the answer appears to be that its all useless. In the one I've seen, Minesweeper, solitaire and, I believe, spider made up more than the rest of the top ten. So, three free games that come with windows made up the bulk of all listed games played.
Actually, the top spot alone made up more that the rest of the top ten, if you ignore the other two. Sadly, this means that most of the ESA data is useless if it draws from the same method (and the numbers line up enough that it might) since, while it does draw a picture of who plays some games, the actual value to the publishers is useless as it doesn't say anything about who is willing to pay what. And, again, issues of not addressing the genres being played by who.
If you ask the question of what do women tend to play, then every focus group I've ever even heard of has found that women, as a demographic (obviously as a demographic. People like what they like, but as a marketing whole) enjoy simpler (both in narrative and control), easier to understand, easier to pick up and put down games. Some even suggest that not having a player avatar, but instead a mascot/guide is a plus.
That's not a shot, that's just the 'easy to learn, hard to master' little gem that's been sought after since Tetris. You could also argue 'Casual Games' and be fairly accurate. Myself, I don't see that as bad because, again, you like what you like.
Couple that finding with the spike when mobile games were allowed into the ESA (a 5% shift in a two-party breakdown is
massive) and it would seem to agree with that assessment.
So, final analysis, you wind up with Popcap or Zynga-type games dominating the female market place. MMOs tend to fare pretty well too, for similar reasons. Downside, such as it is, is that those games (not the MMOs) can be produced for literally around 1% of what the AAA games can take to create.
My take-away is that, whatever you want to say say about representation, I see it as both sides of gaming (again, as demographics) are getting the games they actually
want to play, as opposed to the games they, or others, feel they should want to play. With the market seeming to work this way, I've found no real evidence that women, as a demographic, are really a viable market for the AAA industry.
There are good arguments for having more options for different experiences within the industry, and storylines centered around female protagonists would be an excellent way to achieve this. Myself, yes, I'd like to see more that way too. I just have to admit that I've seen little evidence of 'women as a market option for higher-end games' being viable, especially when they're already being catered to by an existing market.