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Videogame
Makers Should Market to Women
Jan. 25, 2008
During the recent holiday
season, consumers spent millions of dollars on videogames. While
their commercial success is unquestionable, it’s amazing to
think that videogames have become so successful while almost
willfully excluding a sizable chunk of the population women.
Videogame developers could take
some tips from Parker Brothers 100 years ago. Parker
Brothers understood the most successful board games would bring
the whole family together to play: male and female, parents,
children and grandparents. This belief impacted how they
developed and marketed their games. Recent research I conducted
with the women’s game collective Ludica revealed some
interesting nuances: board game covers featured intergenerational
groups playing together; girls and women were as actively
involved as males. Also, designers like George Parker often
employed women to manufacture their products; as a result, they
were often recruited to playtest his new games. This approach led
to games that young and old, male and female could enjoy playing
together, as well as tremendous success for Parker Brothers.
In
contrast, much of the videogame industry stubbornly insists on
targeting its products to the narrow audience of “hardcore
gamers” comprised of predominantly high school and
college-aged males. The games are largely designed by and for
men. A recent study revealed that 88.5 percent of game
developers are male, tested by young men and marketed to young
men. And they continue to do this in the face of overwhelming
evidence that shows they are missing out on a huge opportunity to
move from developing niche products to developing true
blockbusters.
First of all, look at the numbers: Women
make up 52 percent of the U.S. population, but only 38
percent of the videogame players. Recent studies that include
web-based and downloadable games have found that women over 40
spend more time on average playing games than any other group.
Despite this large and interested market, female gamers are often
maligned as players of exclusively casual games (short-term play,
downloadable games, such as Diner Dash), a claim that is wholly
unsubstantiated by any empirical research. The mainstream game
industry often marginalizes these games in favor of the 40-hour
or more playtime, marquee, adrenaline-infused games like Halo 3
and Grand Theft Auto produced for consoles. Imagine the
opportunity if companies actually marketed to instead of against
the female gamer!
Second, time and time again, titles
with a strong female appeal Pac-Man and Myst, among others—have
proven to be among the most commercially successful games.
Pac-Man was secretly designed as a game that would appeal to
women, a fact its creator, Toru Iwatani, hid from his employers.
The enduring success of Pac-Man over the past 20+ years
indicates that the designer was on to something. Some recent
offerings, such as Dance Dance Revolution, Guitar Hero and the
recently released Rock Band, follow up on this more inclusive
tradition.
Third, we need look no further than the
tremendous success of Nintendo’s Wii gaming console and its
handheld DS. When they started developing their next generation
gaming systems, Sony and Microsoft placed their bets on
higher-end graphics, pushing umpteen million polygons per second,
while managing not to push the boundaries of game design all that
much. Nintendo decided it didn’t stand a chance in this
race and its best bet was to play another game entirely.
With
both the Wii and DS (as their “GameBoy” was
conspicuously renamed), Nintendo has boldly gone where no game
company dared to go: to new audiences. Nintendo has unabashedly
made known its strategy: its competitors can have the “hardcore
gamers,” they’ll take everyone else (along with some
hardcore gamers too)! They are the first game company in history
to have a booth at the AARP annual convention. (Baby Boomers,
anyone?)
With the fastest selling handheld ever in the DS
and the Wii console outselling the PlayStation 3 and
Xbox 360 combined, Nintendo’s bet has paid off.
Despite its lower price point, the Wii is also more profitable
per unit than either of its competitors. The gaming industry has
taken notice. Sony, Microsoft and Nintendo are now distributing
downloadable games, popular with female gamers. Recently,
Microsoft announced a new marketing and advertising campaign
designed to reach casual gamers, predominantly women.
But
will marketing a product designed by and for young men to a
broader audience help compete for this new market into which
Nintendo has tapped? Time will tell, but in the meantime,
Nintendo could well position itself as the Parker Brothers of
the 21st Century, finding its way into the hearts and homes
of…well…everyone.
Source: Georgia Institute of
Technology
Permalink:
http://www.sflorg.com/comm_center/tech/p210_05.html
Time Stamp: 1/25/2008 at
11:10:29 AM CST
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