Video gaming industry (finally) sees women
By Jose Antonio Vargas of The Washington Post
Choices: a machine gun, a handgun, a shotgun, a grenade. What’s
a 14-year-old girl to do?
“You use them at different times,” says Aikaterini “Kat”
Stamoulis, a high school sophomore in suburban Washington, her eyes focused
on the video-game screen. She’s playing Time Crisis 3, a point,
shoot and duck spree that allows her to keep changing weapons.
Martin Tran, standing to Kat’s left one afternoon at a local mall,
looks surprised. “Girls don’t like video games,” he
says. “They just don’t.”
Tran’s perception fits the popular notion of the video and computer
gaming industry as testosterone territory: 61 percent of players are male,
the characters in the games are almost all male, and the marketing (as
embodied by PSM, “the world’s No. 1 PlayStation Magazine,”
with “10 pages of your favorite game girls”) is pretty much
boys-only. Just where girls and women fit into the world’s fastest-growing
entertainment industry—$7 billion in game sales last year—is
still an open question. Kat, for one, thinks it’s a missed opportunity.
“Some girls like cars,” she says. “Some girls like shooting
games. They should gear their games toward boys and girls. Wouldn’t
they get more money that way?”
Schelley Olhava, a senior analyst with International Data Corp., a research
firm in Mountain View, Calif., agrees. “For long-term growth, the
industry needs to figure out how to get to the female demographic. But
look at it this way: Who are making the games? Men. They design what they
want to play.
“Whenever you see a TV show or read articles about the games, who
are being shown? Men.
“Though we have data that says: Yes, women are playing games, and
they’re playing all kinds of games.”
Nearly two-thirds of females using games are 18 or older, according to
the Washington-based Entertainment Software Association. That includes
computer gaming and video gaming in which players use consoles such as
Xboxes or PlayStations connected to their TVs.
Women make up 39 percent of all video and computer gamers, and industry
analysts say most are computer gamers “on the run”—say,
women on their lunch breaks, looking for something fun and quick to do.
Association President Douglas Lowenstein says strategy games—card
and puzzle games at Web sites such as Zone.com and Realarcade.com—are
attracting women in droves. But “the percentage of women and girls
in the ‘passionate’ gaming category is significantly less
than the percentage of boys and men,” he says. “I think the
industry is really not doing a great deal right now, from a marketing
and creative standpoint, to accelerate the adoption of games by girls
and women... It’s shortsighted.”
Henry Jenkins, head of the comparative media studies program at MIT, tackled
the gender gap in “From Barbie to Mortal Kombat: Gender and Computer
Games,” a book he co-edited in 1998. “They call it a GameBoy,
right?” he says. “That’s a clear sign, a huge assumption,
that the players will be boys.”
Jenkins and others note the exception of a few games aimed at pre-adolescent
girls (think of the Mary-Kate & Ashley and Barbie games) that appeared
on the market starting in 1994. The “girl game genre,” as
industry insiders call it, has barely made a dent in the market, and success
has meant overcoming considerable skepticism.
In 1998, for example, Megan Gaiser’s company, Her Interactive, created
Secrets Can Kill, a computer game based on a popular Nancy Drew book.
“No publisher—now, I’m not going to name any names—but
no publisher would put that game on the shelf,” says Gaiser. “They
said, ‘Females are computer-phobic, they don’t play computer
games, there’s no market for them.’”
Gaiser had the last laugh. She promoted the games on her Web site, Herinteractive.com,
and sold them on Amazon.com. The games were a hit. Since 2000, the Nancy
Drew franchise has sold 1.8 million units.
Still, most games “are really well-designed to take the traditional
aspects of boy-playing,” says Jenkins. “As games have emerged
in the past decade or so, a lot of what has been created was taken from
what boys like to play in the back yard. But where does that leave the
girls?”
The Sims seems to have found it. The PC game—the best-selling PC
franchise of all time, selling some 12 million copies of various titles—is
now translated into 17 languages.
It’s like reality TV gone virtual, with gamers playing God, dictating
what a neighborhood of simulated people (Sims) can do.
There’s the Sims Livin’ Large, the Sims House Party, the Sims
Hot Date and so on. Trudy Muller, a spokeswoman for Electronic Arts (EA)—which
publishes the Sims and reported a 2003 revenue of $2.96 billion—says
at least 50 percent of the games’ players are women.
“With the Sims, you’re really building relationships and,
with the focus groups that we’ve done, that’s something that
interests women and teenage girls,”’ she says.
What sells are “games that span both genders and all ages,”
Muller notes. Her logic: Yes, sports games are made for sports fans, most
of whom are men, “but the women are there, and they, too, are playing
the sporting games.” She predicts that as video games “become
more mainstream, you’ll have a wider range of content.”
“Here’s the bottom line: All the games that succeed are obsessed
with being great entertainment product,” echoes J.C. Herz, author
of “Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts,
and Rewired Our Minds,” considered the definitive look at the culture
of video games. “Talk of ‘girl games’ is nonsense,”
she says, “covered in political correctness.”
So just what do women want?
“Asking what women want to play is like asking what kind of movies
women want to watch. It’s very divergent. That’s what the
industry is so slow to realize,” says Phaedra Boinodiris, who in
1999 started Womengamers.com, one of the few women’s gaming portals
on the Internet.
“It comes down to choices,” she says. “Women would like
better female characters and more of them, and more gender-neutral games
where, as a player, you don’t have to play a man. It’s simple,
really.
Women want marketing that acknowledges that women gamers do exist.”
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