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Archive for the ‘2.0 Women’ Category

Women, Myths & Video Games

Friday, January 29th, 2010

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!!!!

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

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

Looking for Gender: Equality is Reality in the Virtual World

Thursday, December 24th, 2009

Picture 1

Last week the Virtual World Exploratorium Group, published their latest research paper, “Looking for Gender (LFG): Gender roles and behaviours among online gamers”.

The piece examines the main similarities and differences between male and female MMO players and is based on user entered data from popular MMORPG EverQuest 2. The findings are very interesting and, in many ways, indicative of the way the gaming world is going.

The research delves deep, commenting not only on the gaming aspects of the EQ2 users but also bringing in health, romance and sexuality into the equation. These extra results are without doubt interesting; however, the reports main value is that it serves as extra proof that there is growing equality in the virtual world.

Although there are still “stereotypical” differences between the gaming genders, the gap between male and female gamers is closing and in many cases overlapping.

Some highlights from “Looking for Gender: Gender roles and behaviours among online gamers”:

  • Men are more driven to achieve within the game space, and women are more driven to socialize, although these differences are not as large as one might expect.
  • Female players fall into two distinct categories: stereotypically feminine players, typically brought into the game by a partner, and very hard-core players.
  • The hard-core women are more intense than their male counterparts: “The top 10% of male players played an average of 48.86 hours per week, while the top 10% of female players played an average of 56.64 hours per week.”
  • Female players are healthier offline than the males. This is especially true among older players.
  • When males and females play together within a romantic relationship, the males are less happy and the females more happy. When not playing in a romantic relationship, these outcomes are reversed: the females are less happy and the males more happy.
  • There are a surprisingly large number of bisexual females playing, but not males. While male bisexual players stuck to the national average, females were about five times higher than the national baseline rate.
  • Females under-report their playing time more than males.

Check out the full report HERE

Via Terranova

Mindbubble Hard at Work!

Monday, August 24th, 2009

Women Hard at Work

It’s time for another update on what the women on Mindbubble are up to, and as usual there’s a lot going on so many stories to tell.

logo_carphone_warehouse For the first time we ran a two week crowd sourcing project on Mindbubble. We were running the project for The Carphone Warehouse to generate ideas which could then be taken through to an online co-creation phase. The response we received was phenomenal with over 250 people joining the crowd sourcing project and taking part. The top ten contributors to this project were selected by the lovely people at Mindbubble and The Carphone Warehouse to win prizes. These ranged from IPod Nanos to Samsung notebooks and Sony PSPs. As well as this the top contributors have been asked to take part in an online co-creation phase to define their ideas further. All in all the crowd sourcing project was a great success and we will be running many more in the future!

The Mindbubble office has been smelling lovely and looking very clean recently as we have just finished a project with a home care brand. This project started with some online work on Mindbubble then the ladies came together to co-create some new product ideas with the brand team.

The latest Project on Mindbubble is currently live and we are half way through it. I can’t say too much but I can tell you it involves chocolate. So you can imagine our excitement when we heard this and not surprisingly lots of Mindbubble members wanted to get involved. Currently the ladies are writing blogs and having forum discussions about chocolate and how it fits into their lives, so there is a lot to read. We’ll let you know how it goes!

Finally we are busy putting together the finishing touches to our Mindbubble blog. That’s right folks another blog with more exciting content to read! Much like the Face site there will be interesting blogs from the members of the Mindbubble team plus some great content from members of the community themselves. We will be launching the second week in September so we’ll let you know as soon as we’re up and running and remember to watch this space!

J’adore Co-Creation – Paris Project Part 2

Tuesday, July 14th, 2009

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No croissants, no decent coffee and I can understand what is being said…I must be back in the UK.

So the Paris workshop has come to an end and I’m looking over the photos from the workshop with fond memories, pulling together the brilliant concepts from the workshop to take back online with 30 women over the globe.

The 2 days of co-creation has been a great success but it doesn’t stop there. Before we set of to ‘gay Paris’ we

completed an online stage with women from China, Brazil and France and later this week we will be taking the work from the co-creation back online. The beauty of combining both on and offline methods means that brands can gain valuable insights from across the world in a very short space of time whilst experiencing the richness of ideas that is gained from face to face interaction with brand experts.

The online stage for this community of women is ideal as not only do they have busy lives so they have the flexibility of jumping online when they can but they are spending a large amount of their free time online anyway so they feel very comfortable with this media. This meant we arrived in Paris with some really rich insights that got the co-creation off to a great start. The ideas that came out of the co-creation were innovative and based a very true insights, as we are going back online we had the time to create strong ideas that focused on the important details such a reason to believe and format of the product. Our creative women online now have the task of adding even more detail to these ideas and even changing them if they feel the need. I can’t wait to see where they take the ideas, there is never a dull moment in the world of co-creation.

Ok Charlotte and I are off on a run as we have both eaten our body weight in French pastries over 3 days!!

Lucy & Charlotte

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FACE top 5 co-creation posts so far

Thursday, June 18th, 2009

Top 5 tips for community management (May 07)
In a world restricted by budgets and processes, community management sticks out like a sore thumb. On a daily basis a community manager deals with something that frightens the life out of lots of people in business – unpredictability.

A guide to the Co-Creation, Crowd-sourcing Conundrum (May 18)
A common mistake of those new to open innovation & research is to confuse the practice of co-creation with that of crowdsourcing. As a result I thought I would give a quick guide to both, hopefully clearing up any confusion people might have.

Sherlock Holmes and the origins of co-creation (June 11) 
Innovative
 doesn’t necessarily meannew. It means new in a particular context, not ‘absolute new’. So if anyone ever pitched you co-creation as a new groovy ’social’ thingy, they were simply and utterly lying.

Cello Group takes majority stake in face (May 11)
So last Friday the very sensible people at Cello Group upped their stake in Face to 51% following an original 23% acquisition in December 2007.
Being part of the Cello family for the past 18 months has enabled Face to develop a strong international offering and has helped to establish us as the leading on-line qualitative research and co-creation agency.

The Co-creation 6 Step Process: why we need a structured approach to brand-consumer collaboration (June 04)
When talking about co-creation people often get the impression that it’s not an exact science but more of an undefined practice. However here at Face we have aclear structured process for successful co-creation, and we thought it’s probably about time we talked about it! 

Mindbubble On it’s Travels

Wednesday, June 17th, 2009

Here at Face we’re never been afraid to go big, and by that I mean global! Last year we were co creating in the Sates, South America and Asia and this year is no exception. We’ve already worked on projects in France, Germany and Holland, in this month alone we are working on projects with Mindbubble in no less than four countries.

mindbubble in China

However it will be the first time Face has had the opportunity to co create with women in China. We’re excited about what is going to be an insightful and engaging project talking to women in such a different culture to any other we have worked with before. So China here we come, and we’re sure they’ll be more to come in the future.

How do you Really Understand your Consumers??….By Cake Dating Of Course!

Friday, May 29th, 2009
Tea? Check! Cake? Check! Understanding new and emerging consumer trends? Check!!

Tea? Check! Cake? Check! Understanding new and emerging consumer trends? Check!!

Last week I had the arduous task of attending afternoon tea and cake dating at the gorgeous Egerton Hotel.  Some people may think that is was just some jolly off work and even though it felt it like that, as the cakes were gorgeous, there was an important reason to be there.

It was the first of many consumer immersions between some of Unilever’s global laundry team and a group of very fascinating women from around the world, who are part of an exciting year long online community on Mindbubble. This community will be made up of some very carefully selected ladies that are the 1%ers of this specific target from international backgrounds and some creative members of the existing Mindbubble community. They are all trend setters within their circle of friends and Unilever are looking to them to learn about what women want and understand emerging trends to make their brand stronger.

I’m involved in lots of client and consumer meetings through co-creation and this immersion was a perfect example of how beneficial it can be for brands and their consumers to interact as equals. The intuitive nature of Mindbubble allows these women to upload their ideas and thoughts naturally. For brands having this community at their finger tips allows them to get an insight into consumer’s lives without it feeling like they are observing a fish in a tank! This means there is a real truth behind the insights that can sometimes be compromised with more traditional research methods.

Anyway back to the tea and cakes, so the tea was flowing and we were all getting stuck into the scones and cucumber sandwiches when the cake dating began (like speed dating but over a cake stand). There was no mention of research or laundry just lots of natter and the opportunity to really get to know this influential consumer group. Each round of the cake dating lasted 10 minutes and every time the bell went we had to force the clients to move on as they were deep in conversation.

It was a really interesting afternoon and great to see the brand team really listening and learning from the consumers.

Cucumber Sandwich Anyone?

Cucumber Sandwich Anyone?

I learnt that there is a surprisingly large Welsh community in Argentina and you can never have too many mini cheesecakes, I can’t wait to see what the next meeting brings!

Ta-ra!

Mindbubble in the Press

Tuesday, May 19th, 2009
Mindbubble

Mindbubble

Mindbubble had it’s first 5 minutes of fame this month also thanks to a great feature in  Marketing Week. Mindbubble beat off all the competition to appear on page 5 of this reputable magazine and as has been creating some great buzz ever since. So we’ve put together some of the top links from the past few weeks so please take a look at what people have been saying about us and don’t forget to comment and let us know what you think!

New Media Age

Mad

Right Brain Left Brain

Free rein

and some coverage from slightly further afield:

Brand News (brandnews.ua)

Boots UK

popsop.ru

Web 2.0 Women: The Chic Geek Invasion

Friday, May 15th, 2009

attack-of-the-50-foot-woman

Let’s face it women have done a pretty good job of showing there isn’t much they can’t do. Whether it be sailing nonstop both ways around the world, flying in the RAF red arrows, guarding the Tower of London, ruling the country whatever it is women seem to have it covered.

However perhaps one place where women are lagging behind is the world of geeks…We see the likes of Bill Gates, Steve Jobs, Mark Zuckerberg and Moss from the IT Crowd but who’s doing it for the women?!

You’re probably already screaming at your high res screens that women are all over the web; shespeaks, Blogher, iVillage, Bitchbuzz, Miss Geeky, Handbag, Mumszone ( and of course we’re already loving all these women at Mindbubble) are engaging women online and as a result women are developing into a superior form of geek, a breed I like to call the ‘chic geek.’ So this week “Women who Tech“‘ brought together these chic geeks to promote what women are up to in the techie world.

They showcased some really interesting women which included Lisa Stone from Blogher (who announced on Wednesday they have raised $7 million in funding) and 12 panels discussing anything from women and open source (tres chic geek) to launching your own web start up.

After being all over the Women who Tech site for the past few days I was gutted that I had missed out on their annual telesummit and will be making every effort to take part next time. Obviously here at Face we are already big advocates of women who are engaging online but Women who Tech are not just focusing on engagement but raising awareness of all the brilliant stuff women are doing in technology.

Women Online

Unfortunately this summit was predominately based in the States however there was a London meet up and women are already meeting up all over the UK and saying power to the female geek…Silicon Stilettos, London Girl Geek Dinners, The Next Women

Mindbubble is here!!

Wednesday, May 6th, 2009

It’s always the same isn’t it; you wait ages for one co-creation, social media hub to come along and then two come at once. Yes, today has seen the launch of the new Face website, but that’s not all we have up our sleeves, oh no! We are very proud to announce that Mindbubble, our co-creation community for women, is officially live!!!

Mindbubble, www.mindbubble.co.uk, is an online community where women of all backgrounds, aged between 25 and 50 years, are invited to collaborate with each other and directly with brands on a range of projects from developing new products to designing an advert. Selecting which projects they want to be involved in and at what level of engagement, women are encouraged to express their creativity, their opinions and their ideas in order to truly make a difference to the products they buy.

mindbubble-articleMindbubble is not just a forum for a rant or a discussion about a brand or product women like or dislike, it is a new online community which values the time, contribution, and creative ideas expressed by the women participating, offering cash remuneration for their contributions ranging from £35 for attending a focus group online to £150 for attending a 1-day workshop, plus childcare.

Mindbubble is barely a day old but has already featured in Marketing Week, to read the article, click here.

Women and the Web

Tuesday, May 5th, 2009

Face recently hosted an event at the Groucho Club for all our clients, friends and anyone that’s interested about Women on the Web. For those of you that missed out take a look at the presentation: Face: Women and the Web (which was expertly presented by Philip and Francesco) and look out for our next meet up!

Web 2.0 Women

Tuesday, May 5th, 2009

If you are a male executive reading this report then beware because as the catchy Boots ad campaign this year hails Here Come The Girls. Or should we say Here comes a growing and substantial cohort of motivated, creative and multi tasking women in their twenties, thirties and forties. Gone are the days when geeky men or spotty youths ruled the web. Women aged women-on-the-webbetween 25-34 are spending more time now on-line than men and the number of women becoming regular users of the internet is growing faster than their male counterparts (take a look at our report Web 2.0 Women).

The feminisation of the web is a natural continuation of what is happening in broader society. In the US women now make 80% of consumer spending decisions, including cars, computers and financial products. It is the first step to the creation of a matriarchal society where the female uses her economic and social power. And although this trend is most pronounced in the US, Britain is not far behind. (more…)

2.0 Women Report

Thursday, April 2nd, 2009

The growing trend of web feminisation and the increasing desire for web 2.0 women to colloborate and be heard means that brands need to look at the potential offered by this group of consumers with a fresh set of eyes.” Take a look at our report to find out more….web 2.0 Women