Tuesday, June 28, 2005

Women in Games
MMO Market to Drive Female Adoption of Gaming
IGDA founder Ernest Adams will be giving a keynote speech at this year's Women in Games conference. Adams believes that the industry will soon see a major influx of women thanks to the success of MMORPGs. MMOs are already appealing to women because of the social aspect inherent in these games, and the number of women playing can only increase as publishers start focusing more on content that women, not just men, find interesting.

According to IGDA founder Ernest Adams MMORPGs might help lead a female invasion into an industry currently dominated by men at all levels. Adams is scheduled to give a keynote speech at the 2005 Women in Games conference in August to spell out what women have brought to the industry throughout its history, and why he feels like we're about to see a major change.

Massively Multiplayer Female Roleplaying Games?
Demographic data has long shown that females gamers are playing much more than The Sims, but Adams seems confident that the MMO genre is going to be what will truly push female gamers into a position of importance for publishers.

"We are soon going to be seeing massively-multi-player online games that are dominated by female players," Adams said. "Existing online role-playing games are succeeding with women in spite of their subject matter, not because of it. When we get more games whose gameplay genuinely appeals to female players, we can expect to see huge growth there."


[ "Paradoxically, the Women in Games Conference can most likely consider itself a success when there is no longer a need to hold one." ]

Lisa Sikora, Group Product Manager, Windows Consumer Division Microsoft Corp., presented a similar argument on GameDAILY BIZ this past January in our My Turn column. Her argument is that the social aspect of MMORPGs is what is keeping women interested, and if a company develops a game that focuses on content for both sexes and less on technology, they will most likely experience a much wider base of users.

"...The Internet itself is a social tool and we women are social beings," Sikora said. "I'd also add that because casual games have a large female audience, some people then wrongly assume that's all women are interested in—familiar games that are easy to jump into. They forget that casual games are played primarily for a quick escape. Traditional computer games aren't meant to scratch the same itch. They're meant to take longer and be more engaging. And that means the content will have to be engaging for women. I'd put it this way: content is queen."

Other women in professional positions in the video game industry have long insisted that it wasn't technology that convinced females to pick up the controller, but instead specific elements of the game's content itself—elements that nearly every MMO include. "These Massive Multiplayer Online games incorporate key areas of interest to women—an interesting storyline, the option to customize (OK, "accessorize") your character, and the ability to socialize with people from around the world," Sikora explained.

Only Men Buy Games, Right?
Males drive the gaming industry, but just how wide is that divide? According to NPD Entertainment Industry Analyst Anita Frazier it might not be as big as you think. "In 2004, 81% of games were bought for males as the end recipient while only 19% were purchased for females. However, the actual purchases were made by males and females equally," she explained to GameDAILY BIZ.

So, they might not be playing them (yet), but half of all the gaming dollars spent in the U.S. are actually spent by women.

Another interesting piece of statistical data is that a large percentage of 13-34 year-old players of kids entertainment titles are female. "More than 60% of the individuals ages 13-34 playing Sponge Bob Square Pants: The Movie were women, for instance—suggesting that it's not only dads that are playing these games with their kids; it's mothers, sisters, aunts and babysitters," noted Frazier.

While they might not be rushing out at midnight to pick up Halo 2 or to attend LAN parties in mass numbers, the data shows that, according to Frazier, "there are more of them involved with the industry than previously acknowledged."

Women in Games Conference
Paradoxically, the Women in Games Conference can most likely consider itself a success when there is no longer a need to hold one (after all, there isn't an annual "Men in Games Conference"). For the time being the need is there, however.

"The Women in Games Conference is all about how women and girls interact with computer games, and seeks to explain their historical lack of interaction with games as well as the recent growth in games playing by females as a proportion of the total gaming population," Conference Organizer Inga Paterson said.

The specific focus of this year's conference will be on the professional development of women currently or women wishing to be involved in the industry. It is being held August 8-10 at Abertay University in Dundee, Scotland.

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