Women, especially mothers, are gatekeepers and budget masters; they own the keys to the marvellous world of consumption, proudly sat on the throne of purchasing power. Traditionally when women are mentioned in the same sentence as video games, people will automatically think it is something to do with controlling their children’s gaming habits. However, believe it or not, women do buy video-games for themselves, as part of their own personal entertainment and are now fast becoming equal in the gaming world. So next time you come across a pretty and well-equipped female Blood Elf in World of Warcraft, she is probably a real girl and not a guy pretending to be one!!
• Why have we never talked about girl gamers before?
In the USA, 40% of all game players are women. In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (34%) than boys age 17 or younger (18%).
The reason why women didn’t get into gaming sooner, is probably down to the repelling image of female characters in video games. Very often in a secondary role, female characters have mainly been sexualised and stereotyped, which represents a real obstacle to any identification process and therefore interest in the game.
According to Helen W. Kennedy “The console games market has traditionally been very explicit in their exclusive address to a male audience. In the late 80s and early 90s both Nintendo and Sega made it very clear that to attempt to market games for girls would threaten their real market – boys and young men. Sony’s Playstation, by addressing youth culture in general, broke with this tradition”
Fortunately, this trend has changed, moving towards a set of powerful, fit, fast and precise female characters.

The Female Blood Elf - Probably Controlled by a Real Girl!!!!
• Is there a video game type for women?
Women don’t have as much time to dedicate towards video gaming as men do. Their lifestyle, children, and household care take up a lot of time on the top of their work! They are more likely to hook up with a game where they can, jumping in and out without being blocked in long-term objectives or achievements to reach.
The importance of the pace occurs with any genre of game. For example Grand Thief Auto, even though rated as one of the most violent and offensive games, does procure instant fun and entertainment, and therefore, generally, women enjoy it.
Something that EA understood very well with The Sims, is that women like to personalize their characters and create something they can identify with. The desire to escape reality in cyberspace tends to be a common element across genders; however, women do place greater importance on the customization of characters and gaming environments.
• So what’s the secret recipe for the perfect video game for girl?
Women who are into gaming, whether for work or pleasure, gather in associations to lobby for the access of video gaming careers to women, by subsidizing loans or giving career advices to young girls. Women want to see “more women making games, and thus, to make more games that women want to play.”
In reality, the number of women working in the industry is already rising: for example 60% of the developers behind The Sims are women. However, this may not be the miracle that women are waiting for. Sherry Floyd , a game designer at SOE’s Seattle studios, comments “I honestly don’t think it’s a gender issue,” she continues. “I think it’s a marketing issue.”
In the popular subconscious, women playing video games are abnormal: games are for guys. Unless they are accompanying their male partner, females are not seen as legitimate in video gaming temples (cyber cafes, game shops etc..). For example, women are more likely to under-report the number of hours the play then men, as if being a video gamer does not fit with being a women.
In statistics, female players are shown as two major clusters: casual gamers brought in by a partner or sibling, and hardcore gamers. But in reality, girl gamers are much more immersed in gaming than the stats like to show, and it’s this ability to adapt their gaming time that the industry should focus on to attract the female segment.

Playstation saw sense and avoided the 'Shrink It & Pink It' approach
• The girl gamers are crying out loud: give us a real segmentation!
As the figures show, women are now a real sub-group of the market: why not consider them as such?
Fortunately, women can salute the corporate effort to integrate female developers, as it helped the gaming industry to avoid the catastrophe of a full “shrink it and pink it” strategy. However, there is still a gap between the current offer (both products and marketing strategy) and the real landscape of female consumers.
Sources:
Entertainment Software Association
http://gamestudies.org/0202/kennedy/#top
http://edition.cnn.com/2008/TECH/ptech/02/28/women.gamers/index.html
























