This post was incredibly insightful and well written.Key-Glyph wrote:First of all, marketing is overwhelmingly responsible for creating the widespread association between children/adolescents and video games. There is no intrinsic reason why video games should appeal more to children than adults, but as the years went by, home consoles wanted everyone -- children and adults -- to buy into that story. Pushing video games as a demographic identity was brilliant, because it created an emotional investment in all parties: kids were extra motivated to know about and play video games because it was something they "got" and lame grown-ups didn't, and adults absorbed the same advertisements and chose to see themselves not as out-of-touch squares but as necessary authoritarians and the only sane man in the room. This is how brand loyalty/antagonism is built, and is the same phenomenon that makes people so fervently dedicated to their chosen sports teams, favorite fictional character pairings, stores, bands, etc. It makes the choices personal.
[...]
That said, I have never been made to feel that I should be growing out of gaming or am immature for doing it. I've occasionally been made to feel abnormal that I'm a woman who games, though, which is a similar thing -- it's just not relegated to a specific envelope of time in my life.
And this post just blew my flipping mind.Key-Glyph wrote:So here's the equation I now see:Right? I mean, this is explains why gaming as a woman is considered a quirk and not a destiny-hobbling fault. This could explain why I was not pressured to grow out of gaming (or at least was able to remain oblivious to such pressure); it was never assumed that I was going to have to impress a lady later on in life.
- Marketers frame video games as a male adolescent thing that is disliked by girls, adults, and especially moms; then
society puts tremendous pressure on boys to become "responsible" manly men, with
the ultimate achievement of the responsible man being getting a girl -- but
since it's been established that all adult women, starting with moms, dislike video games,
it is believed boys will have to ditch the hobby if they want to settle down with a woman and thus become a man.
If this is true, then a huge chunk of the damage and stigma behind video gaming seems to rest squarely on the assumption that women and girls don't game (and that they will also try to sabotage your gaming in one way or another)... which was an essential part of gaming's marketing message for at least a decade.
I tip my fancy hat to you, Key. I am impressed by this insight I never could have seen from my own perspective. Well played, ma'am.
I took a walk into Wal*Mart yesterday for the first time in over a year. I'm a big marketing nerd, so I'm fascinated by the floor plan of retail spaces. Wal*Mart is awfully consistent. The floor plan in one Wal*Mart is nearly identical the floor plan in the next. Here's the layout at my local store: the video games are sold right between the other electronics and the boys toys. The girls toys are farther down; the oft-lamented "pink aisle" still persists.
Now from a marketing standpoint, it's usually considered good business to segment your market for practically any product along demographic lines. Gender is one of many demographics. For instance you've certainly heard that Secret deodorant is "Strong enough for a man, pH balanced for a woman." Any rational thinker can see straight through this. There is absolutely no difference between men's deodorant and women's deodorant beyond the product packaging.
But videogames are different from deodorant. Videogames made for boys are different from videogames made for girls. You know why? Because videogames made specifically for girls are kind of awful. Games starring Barbie or the Olson twins are terrible and their poor sales reflect the poor quality of the product. Marketing research indicates that Female gamers are more apt to buy RPG games (especially Warcraft, Pokemon, or Final Fantasy), Lego games, Adventure games (especially Zelda and Assassins Creed), Sim Games (both Sim City and the Sims) and mobile games.
So what would a marketing researcher conclude based on this data? Two conclusions:
- That making games for girls is bad business and
- That females will buy games made for a male audience, but male gamers will not buy games made for a female audience.
It has taken a whole generation for cartoons about strong female characters (like Korra and the Crystal Gems) to become popular among both genders. A lot of this has to do with more women in the animation industry, and a lot has to do with the increase in quality of the product. Legend of Korra is simply a better product than She-Ra ever was.
So if we hope to see a change in the way videogames are marketed, we need more women working in the game industry (not just critiquing but producing) and higher quality products than Barbie and Olsen twins games.