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Friday, April 25, 2014

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val kendal

"1. Women age 18 or older represent a significantly greater portion of the game-playing population (36%) than boys age 18 or younger (17%).
2. Of the most frequent game purchasers, 50% are male and 50% are female."

Just wow. Can someone print up a lot of these in put them up in all the game designer's cubicles please.

Arcadia Codesmith

It is absolutely insane to see the disconnect some fan bases and designers have with the changes in the market demographics. There are entirely too many who still think of computer games as an all-boys club and who are actively hostile to any suggestion that might change that. If you point out that women have been active in computer gaming since the beginning, that the numbers have grown over time, and that we're now approaching equity, they put their fingers in their ears and make la-la-la noises (or cherry pick a few titles with a strong male skew as if they were exemplars).

Pussycat Catnap

"Just wow. Can someone print up a lot of these in put them up in all the game designer's cubicles please."

White males have been mansplaining and whiteplaining reality away for decades now. These stats won't make a dent at all. The only way you'll get the change you need is if the white men running the companies suddenly decide to start hiring women and minorities that they believe are incompetent and not qualified and only get in to schools due to affirmative action anyway...
- Overcoming that bias... won't happen.

Just have to wait for some of them to die off, or for women and minorities to start companies without any investors because investors will only fund other white men...

Pussycat Catnap

"The Sims 3 and its expansions account for approximately a third of the top 20 selling computer games of 2013"

Sims 3 lets you pick what you want to be, and in the setting and story you want.

No surprise it does better - given that most of the remaining competition is aimed at teenage white male action and sex fantasies.

The real surprise is that SL fails to capitalize on this same aspect: create a fantasy that represents you, and the people you see and know around you, rather than the one from the USA 50 years ago. "Even white folks" doesn't really care for a bleached out world when their reality, friends, and family show a much more global one.

It still works for teen-aged males because at that age hormones make a lot of young men very 'tribalistic' and both 'race and gender conscious/biased' in negative ways they outgrow by their 20s. But they're not making the purchases as much anymore.

The teen boys are all too busy 'mac'n' on teen girls in whatever has replace facebook for that age group - and sexting each other inappropriately... Video games are sooo old people now.

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