Not at all. I would love to see such a revolution. I'm simply saying that appealing to more women cannot be accomplished by a simple change in marketing, but necessitates an expansion of the idea of the video game art form - to places where it can and should go.
You do know where you are, right?
My thoughts exactly. What can we do to change this? Even my wife thinks gaming is mostly for men/boys. :/
Oh, I thought I was on an enthusiast forum where people talk about their experiences with games, the industry, insider information and recollections of generations past. I must not have noticed the marketing, probably ignored ityes, one of the places that posts tons and tons of marketing and talks about games that would not be talked about if not for... marketing...
Oh, I thought I was on an enthusiast forum where people talk about their experiences with games, the industry, insider information and recollections of generations past. I must not have noticed the marketing, probably ignored it![]()
I don't ever recall games being stocked in the "Boy's" section of toy stores. They were generally in their own separate section, their own aisle.
Oh, I thought I was on an enthusiast forum where people talk about their experiences with games, the industry, insider information and recollections of generations past. I must not have noticed the marketing, probably ignored it![]()
To be honest, I wonder if nintendo was just going along with a male dominant focus for advertising action games, which the NES would have plenty to bring to the US
The like to dislike ratio is...unfortunate
Unfortunate and embarassing
What is your avatar, if not marketing?
Companies spend billions on marketing and they wouldn't do it if it wasn't incredibly effective. The most eye opening GDC sessions I've attended have been on marketing. It's crazy stuff. And yes, it works on you, me, and everyone else all the time.
I didn't know that video games were originally in the electronics sections of stores.
Interesting.
I'm a NES baby, so I always associated games with toys as well growing up.
I don't really get the argument of "games are games".
The mainstream videogame industry obviously needs to take steps to be more inclusive of the undeniably large female audience, but I don't understand how citing the fact that tons of adult women play Candy Crush supports that.
My mom plays Candy Crush. She has absolutely zero interest in expanding that hobby to more complex or more narrative-driven experiences. I've tried. And that's okay.
But there is no untapped market on the PS4 or Xbone that can cater to the experience she enjoys that couldn't be better served on a mobile device.
That isn't to say that everybody who plays Candy Crush is like my mom, obviously.
Candy Crush is huge, so I'm sure there's a big overlap between people who play Candy Crush and people who play mainstream AAA videogames. But using statistics centered on Candy Crush feels disingenuous when placed in the context of greater social change in the mainstream videogame industry because of how different the core markets are.
In a conversation about the gender skews of the mainstream videogame industry, I feel like there are better and more relevant statistics to bring up than statistics centered around a completely different and not necessarily overlapping market.
In my mind it's like citing the number of female viewers of a family comedy as evidence for the fact that action movies should be less sexist.
Like, sure, action movies should be less sexist, and I'm sure the proportion of female viewers of action movies is larger than what marketing appeals to, but the statistics around the audience of a family comedy doesn't seem like very strong evidence to support that.
But I don't know, maybe I'm thinking about it the wrong way?
I'd be willing to bet the number of people playing Candy Crush is still significantly male, even if it isn't the majority. .
Did you just never go to the store or what
I'd be willing to bet the number of people playing Candy Crush is still significantly male, even if it isn't the majority. Anecdotally, I've noticed that a lot of women gravitate towards the puzzle game genre so, once again, no big surprise. This is going as far back as Tetris. And we are also ignoring that besides the bright colors and emphasis on freemium bullshit, Candy Crush is built upon the very same foundations as dozens of other puzzle game that preceeded it. Games that, unless you absolutely hate the genre, we have all undoubtedly played, regardless of gender.
These are common experiences. Why, then, do we hold "AAA" games as the primary example of what a real game is. Because they throw a lot of money at them? Because they seem like safe and familiar experiences (which is what *ding ding* the publishers and marketing teams are banking on)?
I don't disagree, from a personal perspective, that most mobile games are unappealing, or that I prefer AAA games more, but I still recognize that they are all GAMES. Someone spent time and money programming them and creating the art and so on. You really shit on the effort of the people who MAKE these games when you say they can't be compared in the same sentence.
Honestly, a lot of them are built upon great foundations. I'd like a lot of mobile games better if I could pay... $5 for a couple hundred puzzles that I could try over and over again at my leisure. The shackles of the freemium business model (and to some extent the control scheme) is what prevents a lot of them from being more interesting, in my opinion. Otherwise, they could be great city-builders or RPGs or puzzle games or tactical games.
I feel like I've gone on a huge tangent here, and I apologize. I think what I'm really getting at is that it is patently unfair to assume because someone plays a particular game that they don't matter or those statistics don't matter. And when something like Candy Crush is brought up, it almost as if it is being used as a pejorative against the female gamers who enjoy it (who attacks the male gamers that play it?).
And it is also unfair to say that these female gamers would never be interested in playing other types of games.
Candy Crush is huge, so I'm sure there's a big overlap between people who play Candy Crush and people who play mainstream AAA videogames. But using statistics centered on Candy Crush feels disingenuous when placed in the context of greater social change in the mainstream videogame industry because of how different the core markets are.
As for you mom? Who knows. Gamers are aging, so more people who grew up with them continue to play. But for some people, there is still an age gap. That doesn't mean that older people don't enjoy the act of "playing," but I assure you it has nothing to do with the fact that your mom has a vagina between her legs.
So, basically, Nintendo is the root cause for GamerGate?
That joke aside, the sad thing is Nintendo hasn't really gotten much better since the 80s & 90s. They make a platformer that is directed at girls? The main character is a hyper-emotional woman whose powers of crying etc. get her through the game. They focus more on the character & story of one of their most iconic female characters? That character becomes an over-emotional mess, once again. And their image of "girls' games" even in 2015 is Style Savvy. Instead of just making games with compelling female characters that girls might want to play as as a way to maybe widen their appeal, Nintendo's answer is a dress-up game.
I'm not sure what exactly the problem is. If games are games and girls prefer mobile puzzle games then ... ?
Why is there this push to get women to buy consoles and big budget games?
I mean I sort of get that mobile games are looked down on by most hardcore gamers and there seems to be some desire to save them from the mobile ghetto... But what if they are perfectly happy with their choices?
The point is inclusion. Diversity.
Women aren't happy with playing macho shitbrains who save women all the time. Please don't go the "they like it" route.
I'm not sure what exactly the problem is. If games are games and girls prefer mobile puzzle games then ... ?
Why is there this push to get women to buy consoles and big budget games?
I mean I sort of get that mobile games are looked down on by most hardcore gamers and there seems to be some desire to save them from the mobile ghetto... But what if they are perfectly happy with their choices?
I think it's funny you are complaining about "saving the princess" but are trying to formulate a plan to save women from candy crush.
Women and nonwhite people and lgbtq and elderly already buy consoles and games. What is being promoted is to reflect this diversity in games, in marketing, in conferences, in trade shows, etc.
And that's not speaking of the fact that hegemonic identities like white straight dudes shouldn't get marketing and games that only feature themselves. Maybe straight white dudes actually want diversity as well.
And looking at some gamer bigots and misogynists, this diversity would actually do them good so they don't hold on to their white straight male supremacist virtual fantasies
ionno... this video fails to draw the parallels between
- Games marketed to the family
- Female developers
- Nintendo Marketing to boys
Instead he just brings up random info... and then says "girls can play too!".
If we take what adam gives us you can come to the assumption that.
- Marketing to families didn't work that well in the 80's.
- The market was saved by Marketing to boys.
you could also assume that Nintendo focused tested the idea of marketing to families (again) and girls in the past and it didn't yield the same results as marketing to boys back in the 80's.
It wasn't until 2005 that Nintendo started to directly market to families again.. only because that 80's gamer grew up and started having kids of his own.
either way... no one in 2015 thinks games are just for boys. Boys may be more interested but their have been titles clearly directed towards girls (very niche titles that most boys typically wouldn't play)...
and let's be clear... no matter what we think... if the numbers show that boys play more video games than girls are show more interest then you sell to them (it's the reason why COD, Madden and AC get yearly sequels... the market says what we dont)... but Nintendo has showed us with the Wii that aiming for Boys & Family titles will yield greater sales than aiming for just teen boys alone.
.... what?
And as for everything else you wrote, you do realize it sounds a lot like "I don't know any women that play games", right?
Honest question: what are your thoughts on gamergate?
The video is much more narrow minded then you're making it out to be. He says that people should stop acting like only women play games and disregards any advancements that have been made since the 80's. Ads for most hands aren't even 80% just white boys anymore. Look at most Nintendo game ads, and most spots game ads are multiracial as well.
People like to say that things aren't equal and they aren't. Nor will they ever be. But marketing is ever changing and self righteous videos misrepresenting general public opinion won't make it change faster. If VR comes out and it's a hit with more women than men, then I'd expect the same lopsided marketing (that probably won't happen).
To the first bolded,clearly that is the case. Most of the marketing of video games from the mid-80's to the early 2000's proves this out.
To the second, it's funny that Nintendo started a shitty trend and then course-corrected with one that proved massively successful (so much so that it caused its major competitors to adjust their own marketing and development). The Wii became the "Whole family" game system, almost solely on the back of Wii Sports. Nobody denies what this and the string of what people derisively called "non-games" on the DS did for inclusiveness.
It's not like these two ideas are mutually exclusive, so just what are you getting at?
Agreed, I said similar a few pages back. People seem unable to differentiate between cause and effect.I was trying to show that the 80's and now are two completely different times. Back then... boys predominately played video games while girls didn't... Nintendo's marketing team wouldn't have bothered to aim at that audience if it weren't true then.
now in 2015... that's not the case.
I guess i'm also saying... the blame for nintendo is unwarranted... marketers will always take current trends and go towards them if it means more profit for the company.
The same can be said about mattel and why they never marketed barbie's for boys until now.
Does nobody seem to understand that mobile became primarily female because of the cowboy atmosphere around video games?
How am I all over the place? I was obviously talking about marketing and demographics.You're all over the place here, what exactly are you arguing? "like only women play games"? Things won't ever be equal? VR as a hit for women? I need to see some structure to what you are saying to understand your point.
What a crap video, trying to boil down a complicated social dynamic to some event 30 years ago. There's tons of factors that play into the marginalization of women in video games, and they all need to be examined and dealt with. It's not just a matter of the ripple effects of 80's marketing. It just isn't.
Holy shit
"Whilst thou get the girl"
Yeah that's bad to say I mean girls play this game too I mea-
"Or play like one"
wow
I now know what the Kotaku in Action subreddit is. I now regret knowing what is in it.
I love how they portray your typical Gamergater as an eight-year old boy throwing a temper tantrum.
I go to Target multiple times a week sadly. I take my daughter to look at toys fairly often. There is still "pink" aisle vs non-pick aisles. Not sure what you guys are talking about.
Note I go to three different Targets, so I'm not talking a one off store that is behind the times for making updates.