No more markets to tap, did I really
say that? I apologize, there is one major market left. At least for
major, high cost video game projects. Why doesn't the average woman
spend $60 on the newest video game they just have to have? I see no
reason this can't be done.
But first, let's define “video game”.
So we can define exactly what it is that's being sold here.
“Video Game” an interactive
computer program that creates and artificial context in which
designed actions may be performed that are meant to elicit a desired
emotional response.
Why is that important? So we don't have
any confusion later on. Since I hope to be challenging some
traditional notions of what a “game” is, or could be, I thought
I'd get a solid definition of the word set down immediately.
Moving on, there's nothing in that
definition that precludes women from liking a “game” any less
than men do. So why isn't there a huge market for games targeting the
female half of the population? We have Call of Duty, and will have
whatever will eventually replaces it for males. But video game
developers and producers are missing out on huge potential, where's
the female equivalent?
In other words there could very well be
a “Titanic” of video games. Or even better something that appeals
to both sexes like “Avatar”. Two billion dollars (and more) to be
made, but right now “hardcore” video games are mostly “for
guys”.
So why is this?
The first thing I'm going to talk about
is competition. Not in the economic sense, but in the broad sense of
the word and how it applies to games. Competition is often thought of
as a defining factor for something to be a game. And males love
competition.
We have huge industries centered around
competition. Billions are made just by people watching a bunch of
guys compete with each other. “Sports”, at least as the average
male defines it, is nothing more than competition.
To compete, to win, is a huge motivating factor for males. It's considered fun in and of itself. “To win” is as easy and nearly universal an objective for the average male as you'll ever find. In a lot of video games today that is the sole objective. Starcraft 2, Call of Duty, Halo, Forza, the list goes on. The mechanics of each vary widely. But the fun comes from competing, from trying to win. If you removed the competition most of the “game” would be lost.
Not quite a bombshell time
“To win” is not a universal concept
for females. It is not a huge motivating factor. And why should it
be? All of the games mentioned are completely arbitrary. The only
reason that there is to care about winning is that it makes you feel
good. And this is mostly because of testosterone, a hormone women
don't have much of.
So, you can't expect victory or
competition to be a huge motivating factor if you're going to create
a game “for” women. That's not to say having victories is not a
good thing. Women still enjoy winning at monopoly and etc. But you
can't ping the “it's a competition” reward and expect women to
flock to your game.
It's the journey, stupid
Guys like the destination. When
traveling for vacation their only goal is to “get there”.
Anything else is a frustrating waste of time. How can you be on
vacation if you're not there yet? For women, when traveling for
vacation they are ON vacation. Stop on the roadside to see that
wonderful little store, look at the souvenirs in the airport, the
destination is just something to move towards eventually.
Now these are broad strokes, to be
certain. But they are also a fairly accurate portrait of the
“average” female and male. And the same can be said of the video
games each enjoy. In my experience, both personal and anecdotal,
women enjoy games where the journey can be more important than
getting to the objective.
One example is The Sims. This has been
called, by males, not a game at all. There's no objective but one you
create for yourself. There's no competition whatsoever. How can it be
a game? Well it does meet all the requirements of the definition of a
game I posted up above. It's also a highly successful series.
Cave(wo)men
For a solid understanding of what roles
males and females enjoy we wouldn't go wrong by going back to the
days of cavemen and hunter/gatherers. Humanity hasn't evolved that
much beyond the time of these seemingly distant ancestors, and a lot
of the behavior we still enjoy can be traced back to the roles played
in such societies.
For males, the role was hunter, or
warrior if two disparaging tribes or even families collided.
Objective based behavior was rewarded, in evolutionary terms.
Teamwork in small groups, fast reaction times, physicality, and the
directed application of violence. Of course competition was also
rewarded in direct attempts at breeding as well as food gathering
when in contention with other groups.
For females, the role was gatherer, or
mother eventually. Since, before the rise of agriculture, the
location of edible plants from season to season for sedentary,
partially or fully nomadic tribes was unpredictable evolution
rewarded patient wandering. It also rewarded a love of bright colors
since flowers are at least usually a sign of a plentiful land, and
often edible fruits and berries are quite colorful and bright.
Since females would stay with the
larger tribe, more social interaction, with a wider range would also
be rewarded. Finally, to get all of this done females have evolved
more towards a multi-tasking, management based style of thought
rather than a singular, large objective based style.
Finally, since men were a bit more
“disposable” from an evolutionary standpoint (at least after they
bred) men have grown towards a more self sacrificing defensive
posture and women towards a more self preservation defensive posture.
In other wrods, while women get more reward from raising a child, men
get more reward from defending one.
Now all of this not only carries into
the modern age, but into how we craft our entertainment. Action
movies, with their directed application of violence and usually
defensive protagonist (notice how many of them have to save their
women /children?) appeals a lot to the average male psyche.
Meanwhile horror movies seem to appeal
more equally to the sexes; because while there is usually adrenaline
inducing situations the goal of the protagonists is usually more
geared towards survival than self sacrificing aggression.
Examples
So, my postulate is that one of the
primary designs decisions that can be made for a game to appeal to
females is to remove any intense, time sensitive objective that must
be completed. And two, that the general interactions of the game must
seem enjoyable themselves rather than just in the context of the end
objective.
Chess: Usually a male dominated game.
Highly competitive and the act of playing is not really enjoyable in
and of itself. Moving a pawn a space up isn't really interesting,
it's only in the context of the competition and the end goal of
winning that the fun comes in. This holds up to the hypothesis.
Viva Pinata: Bright colors, no overall
objective, management based gameplay, interactions that are supposed
to be fun individually. It's no wonder this was popular among female
gamers. In fact much the same can be said of Pokemon, another game
that, while still having a male audience, seems to have at least as
large a female audience. If not larger.
Sims 2 vs 3: This is an interesting
case study. It's a virtual dollhouse, a game girls already play at a
young age. But it has been noted that the third installment has been
less well received than the second. One of the major changes between
the two is that in the third “the sims” themselves, your virtual
little dolls, are a lot better at taking care of their own needs.
Remember when I said females had
evolved towards a multi tasked, management style mindset? This is why
I believe that very change is what cause the series popularity to
drop. Married suburban women may complain that they are overworked
and harried, but millions still choose that life over a perfectly
socially acceptable life of a career women. In fact many choose both
a career and still attempt to do as many different household chores
and obligations as possible.
The only conclusion I can come to is
that there is some evolutionarily built in desire to lead such a life
(regardless of whether it seems rewarding upon reflection). Having
played both Viva Pinata and The Sims 2 I can honestly say I was
overwhelmed by the amount of tasks presented by both games when they
got to a certain point.
When watching women, and girls, play
the games later they seemed not only far more capable of managing
such a myriad of tasks but enjoyed doing so. Thus, a note to anyone
at EA reading this: Bring back the ridiculous amount of management
needed for the Sims 4 and it will probably gain back some of its
popularity.
Fallout 3/New Vegas: Directed
application of violence? Yes. Ability to gather? Yep. Choose your own
objective? Yes. Bright colors, simulated social interaction, raising
of other creatures? Not so much.
While popular mostly with males there
is also a sizable portion of female fans that enjoy Bethesda RPG's
(the makers of Fallout 3 and producers of the New Vegas, a game with
near identical gameplay). As you can see these games meet the two
basic requirements to appeal to the average female psyche.
Interactions that seem fun in and of themselves, and no time
intensive singular objective. It also meets two of the extra basic
motivations for females. Thus, it sells to some in a decent amount.
Conclusion
Women are as perfectly willing to pay
$60 for a game as males are. And while, due to spending habits and
other factors they may not buy as many games as males there's still a
market there that hasn't been fully tapped.
Perhaps part of the problem is that
game designers are mostly male. This may be because males objective
based thought and competitive nature proves better at climbing the
corporate ladder or otherwise ending up as the lead designer for a
game.
Other factors probably include the
(culturally decided) edge males have in mathematics and thus
mathematics based professions such as programming. Certainly the
popular cultural notion of “cute idiocy” for females in the US is
at least partially to blame.
And while it's beyond the scope of this
blog to discuss methods for changing such we have never the less
arrived at a business motivation for it. If game publishers and
developers want to tap into the potentially much larger market of
female gamers, encouraging an education and culture of women
entering mathematics and game development would be a great start.
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