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Female Takedown of Casual Gaming
Joystik
By JC Fletcher
March 9, 2008
A panel of game publishers, analysts, and investors met at this
SXSW presentation to discuss the numbers and trends involving the
female audience for casual games. For this talk, "casual games" comprises
mostly web games and downloadable shareware games, and not, say,
Wii party games or console downloads.
Parks Associates' Michael Cai began with some charts. According
to the data, female gamers heavily prefer computers to consoles:
female gamers spend an average of 70% of their gaming time on computers,
versus male gamers' 56%. Female gamers make up 62% of the casual
game audience, and this group, especially those age 13-17, play
more sessions per month. There is less diversity among genres for
female gamers as well: across age groups, puzzle and card games
are the most popular casual games. Sharon Wienbar from investing
firm Scale Venture Partners led the discussion. John Welch, CEO
of PlayFirst, revealed that 90% of the purchasers for his company's
Diner Dash are female. Jane Pinckard, business development analyst
for Foundation 9 Entertainment, categorized her company as mostly
male-targeted, but with an eye toward developing more casual, female-focused
games. The final panelist, Kongregate's CEO Jim Greer, said that
his site is populated by about 85% male users.
The panelists then discussed the proportion of women in their
companies: PlayFirst's 26% female design team (including designers
and producers) is "probably 3 times" the norm, while on the other
end Foundation 9 is about "90% male" with some women in things
like art and UI design, according to Pinckard. An attendee asked
if the lack of women in programming positions created a disconnect
with the game design. Pinckard didn't see a problem for people
on teams, but offered that independent designers with no programming
experience may have difficulty due to the lack of simple game-design
engines.
The panel then moved on to the issue of differences in play style.
Welch said that part of what drives the different game interests
is that women tend to want "everyday types of themes." If his wife
tried World of Warcraft, he said, she "wouldn't even have a chance
to assess the gameplay" before being turned off by the setting.
Collaborative goals are generally preferred over competitive ones.
Greer related an anecdote about the audience of a bingo game, who
began waiting until everyone in the room qualified before they
all declared "bingo" simultaneously and shared the points. Welch
described a Pictionary-style game called Inklink at his previous
company, Shockwave, in which the players formed such strong relationships
that they asked the company to make extra sure not to have any
outages on New Years' Eve -- because they were planning to celebrate
the New Year together in the game.
The casual game market was expected to continue to grow monetarily,
the panel agreed, due to a move toward the in-game item pay model
and advertising (instead of actually charging money for the game).

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