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SXSW: Panel Talks The Female Takedown of Casual
Gaming
Gamasutra
March 11, 2008
The game audience is diversifying -- but what about game development?
Is that diversifying in a similar way? And how do women gamers
consume games?
At Austin's SXSW event, Kongregate's Jim Greer, Foundation 9's Jane
Pinckard, PlayFirst's John Welch and Michael Cai of Parks Associates
discussed drawing more women into the casual space, in a panel moderated
by Scale Venture Partners' Sharon Wienbar.
Talking Demographics
"26 percent of our designers are female," Welch began. "Unfortunately,
0% of our coders are female." Foundation 9 also has a majority
male staff, according to Pinckard.
Prior to founding Kongregate with his sister, Greer worked with
Pogo, whose audience is 60-70 percent women, but according to him: "The
development staff was at one point zero percent women."
Even on Kongregate's user-contributed development scene, where
it's tough to verify submitter's identities, Greer's aware of only
one female designer. "She made a Tetris game with cats in it. It’s
sort of a young male scene for making games," he says.
Wienbar asked the panel what it might take to encourage female
involvement in user-generated game content. "Women are active in
our forums," said PlayFirst's Welch. "When people can express themselves
and be creative… many times, we find women for the first time doing
these activities."
While Parks Associates' Cai pointed out that social networking
sites like Facebook are a good place to encourage female participation,
Pinckard reminded him that those examples aren't really user-generated.
As an alternative example, she said independently-developed tools
that make it easier to develop one's own games are promising, while
she's also seen women in Second Life creating complex content on
a high level.
"With the item payment model, you often have a lot of women involved," said
Wiener. "There are quite a number of women there with businesses
making money creating that content. I think as games become more
community based, we’ll see more of that."
Finally, Welch suggested that the growing acceptance of casual
games by the broader gaming industry will help attract further
talent, much of it female. "At some point we’ll stop making these
distinctions because gaming will truly become a first-tier form
of entertainment, like television. More people have played Diner
Dash than have played Halo or The Sims."
What Women Want
As more businesses try to expand and attract the casual audience,
there have been many attempts to define what will be attractive
to different audiences. Do women and men prefer different forms
of gameplay, and do they play for different reasons?
"Our focus groups and surveys show that most women tend to play
just to unwind," said Cai, whose company, Parks Associates, conducts
this type of research often. "They often say they want to feel
less stress, not more. On the other hand, Guitar Hero and Rock
Band are bringing so many new players into console gaming. And,
yes, females seem to be less interested in competing against others."
When women play on community sites, is there a different willingness
to play with strangers for men versus women? Or do they prefer
to play with friends?
Recalled Welch, "At Shockwave.com, we had an 8-way multiplayer
Pictionary-type game. One thing that happened was a group of people
wrote to us to say they would be celebrating New Years Eve on our
site. It was just people who met each other through the community,
and they liked each other so much they wanted to celebrate together
that way."
Distributing To Diversity
Wienbar asked the panel how these games are being discovered and
distributed -- and Cai admits that's an issue. "One thing I’ve
struggled with in the casual industry is that a lot of gamers forget
where they went to get that great game. So they Google, and just
download it from the first site they find."
Agrees Welch, "There are so many more sites selling games. So
why would you go to any one website? So now there’s a lot of fragmentation
and competition."
How might further diversity among players impact monetization,
distribution and business models? Welch added: "Our numbers show
that out of the $1 million generated by casual games in the US,
[the number one source] is still advertising. Companies in the
industry have kind of passed the experimental stage."
An audience member asked, given all the hype about games on social
networks, might they be a good avenue for more female-friendly
games?
"Facebook is offering an opportunity to redefine what is a good
gaming experience," said Welch. "Distribution is really defined
by where the people are, so social networks become a critical site
for distribution. Everyone is looking at social networks as critical
aspects of their distribution."
"From the point of view of social networks, it’s very important
to add games," Wienbar agreed by way of conclusion. "It keeps them
engaging."

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