🐱 Gaming Industry: Please Wait…Gender Balance Loading

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CatParty

Women make up almost half (46%) of gamers, but you wouldn’t know it by looking at the people running the game. Our 2020 Global Gaming Gender Balance Scorecard sends a warning signal.

Gaming is one of the sectors buoyed by global COVID-19 lockdowns. It’s heading towards US$160 billion in sales this year, and becoming a huge, if rather unrecognised, influencer of culture. Predicted revenues far outstrip the historical references of what’s popular, like music or movies. So this sector’s attitudes to gender is having, and will increasingly have, an outsize impact on our future. If you were worried that lockdown was launching us back to 1950s gender roles, you may want to check out what a couple of billion (yup, you read that right) people are playing now.

Male Character - Selected: The astonishingly stereotypical depiction of sexy women and hunky men seems the sectoral norm. No wonder perhaps, since our Scorecard shows a pretty consistent picture of heavily male-dominated Executive Teams industry-wide. Of 144 executives in the Top 14 companies, 121 are men and only 23 are women. So women make up only 16% of Executive Teams, significantly below the average female representation for the industry as a whole. Despite what The Economist describes as President Xi Jinping’s “crackdown on online addiction, blood, butchery, boobs and bums (there are rules for how much skin a female avatar can show),” the gendered nature of the gaming world will have an impact in the huge Chinese market and globally. Just as movies have started to become more gender balanced, games are replacing them as culture-setting dominators.

The Women in Games Global Conferencecoming up September 7-13 will zoom in on the gender balance (or lack thereof) of the gaming industry. Despite efforts by Women in Gamesand other organizations advocating for gender equity in the industry, vast imbalances remain the norm. Only 24% of those working in the industry are women, an unusually low figure compared to other creative and cultural sectors. For Marie-Claire Isaaman, CEO of Women in Games, the objective of the virtual conference is “enabling us to sustain and continue our mission to realise a games industry, culture and community free of gender discrimination for all females to achieve their full potential. And, through achieving this equity and parity, empowering the games industry and community to be more creative and innovative, productive and profitable.”

A Winning Score: Bucking the trend of male-domination, Google stands out as the only company on our Scorecard to achieve our Balanced ranking, with an Executive Team ratio of 41/59 female to male. At least proving balance is achievable in the sector. Warner Bros. Entertainment is the only company in the Top 14 to have a female CEO, Ann Sarnoff, with four women on her Executive Team of nine. However, these two companies’ gaming operations represent only a tiny share of their overall business and revenue streams. So their gender balance isn’t likely to impact the sector as a whole.

Eastern Lag? Asian companies on our scorecard are by far the most male dominated. It’s not a big surprise to see the Japanese companies lagging, but China’s tech companies often have a higher proportion of female executives than their American counterparts. Not in gaming. Worrying, since the Asia-Pacific region are by far the leaders and hold the largest market share. This should be attracting a lot more attention and concern than it is.

Time to Level Up: Five companies of the Top 14 have no women on their Executive Teams, including the Chinese gaming behemoth Tencent. Does this matter? Women and men users generally have different preferences when it comes to gaming. Men tend to lean towards shooting people, women towards strategy and simulation. Like most male-dominated sectors, these companies’ ability or interest in understanding and connecting with female consumers may be hampered by their corporate cultures. And with their current explosive growth rates, will they care? As billions of people locked down in front of their screens imbibe stereotypes we thought we’d grown out of decades ago, will we care?

This massive industry is stealthily taking over as our major human culture fodder. It will have a huge and very global impact. While the Bechdel test for movies has helped nudge the balance in film, there isn’t enough attention yet on the far more widespread gaming sector. Time for all of us to start paying more attention to what’s on our screens. And into these companies’ leadership teams. We get what we design – or what we ignore.
 
This statistic is at least 5 years old and has been debunked multiple times.

It counts anyone who plays any video game, including phone games.

If you asked the majority of the females in the 46% what they played and if they considered themselves gamers, it would be free to play mobile phone games and no.
 
western games "journalism" said:
Eastern Lag? Asian companies on our scorecard are by far the most male dominated. It’s not a big surprise to see the Japanese companies lagging, but China’s tech companies often have a higher proportion of female executives than their American counterparts. Not in gaming. Worrying, since the Asia-Pacific region are by far the leaders and hold the largest market share. This should be attracting a lot more attention and concern than it is.

 
Male Character - Selected: The astonishingly stereotypical depiction of sexy women and hunky men seems the sectoral norm. No wonder perhaps, since our Scorecard shows a pretty consistent picture of heavily male-dominated Executive Teams industry-wide.

Don't woman like hunky men? Or are you suggesting that they are for the gay audience?

Of 144 executives in the Top 14 companies, 121 are men and only 23 are women

And these executives don't do any of the writing, art, or anything else related to making the woman in games. At most they could order their workers to add more skin.

This should be attracting a lot more attention and concern than it is.

...Why?

Men tend to lean towards shooting people, women towards strategy and simulation

That isn't what the link says. It says woman prefer puzzles and simulation games. AKA animal crossing and candy crush. Strategy was explicitly in the "man prefer" category.

And into these companies’ leadership teams

I don't care if it is a male or female shouting at underpaid artists to draw anime boobs for my games.
 
My time machine worked, I have successfully made it back to 2014 when this banal bullshit was taken with an iota of seriousness
 
Honestly? Maybe I'm in the minority here but I frankly love these obviously retarded and poorly researched articles and I 100% hope the dis-invested non gamer CEOs who run the AAA industry take it all to heart.

I think the best possible thing that can happen right now for video games is for the AAA companies to go all in on this woketard idiocy and bankrupt themselves thus ending their stranglehold and opening up the market to newer, younger and more motivated developers who are actually passionate about their IPs.

It's the only thing that'll save the industry from having the same exact boring Halo clone FPS released every goddamn year.
 
When I was younger and more involved in groups, we'd always hear the common refrain about how hard it is to find gamer girl-friends. I (half-serious and half-joking) always told then girls love at least one of three things.

1. Zelda
2. Kingdom Hearts
3. The Sims

From there you can get them into other stuff... It never failed, despite me just mouthing off. While the games may have changed, it's not that hard to see the real trends out in the wild. The boardrooms lie.
 
Honestly? Maybe I'm in the minority here but I frankly love these obviously retarded and poorly researched articles and I 100% hope the dis-invested non gamer CEOs who run the AAA industry take it all to heart.

I think the best possible thing that can happen right now for video games is for the AAA companies to go all in on this woketard idiocy and bankrupt themselves thus ending their stranglehold and opening up the market to newer, younger and more motivated developers who are actually passionate about their IPs.

It's the only thing that'll save the industry from having the same exact boring Halo clone FPS released every goddamn year.
Apparently its happening. Shareholders are having enough of layoffs at companies like EA and Activision while their EO's keep bumping up their paychecks by several to tens of millions. And gamers are getting sick of patches being released as $60 games. Madden 21 is getting shit on by fans on Metacritic. Has a .4 user score right now.


The tide is turning, if ever so slowly. And if Trump has his way, we'll probably see the banishment of any Chinese company in the country. :optimistic: Which means devs like Riot and Epic will lose whatever Chinese influence they have.:optimistic:
 
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I can never take research firms like Newzoo seriously, I don't know why. iirc they're one of the groups that touted lootboxes as some golden goose a long time ago too.

But back to the topic, I also can't take anything seriously when I see the words "level-up" to describe something, it's almost as bad as "pokemon go to the polls."
 
Fuck off already, seriously, just fuck the hell off.

I miss when video games were an apologetically male oriented hobby and culture and I want it to go back to being that way.
 
Candy Crush is a strategy game, the metagame is based around how much money can you extract from users via micro transactions that otherwise would be considered normal parts of the gameplay in other games.

Animal Crossing is an interior decorating game where you grind for new furniture to play house with. It's a digital doll house, of course girls would like it.
 
I can't believe they never mentioned gamergate. Maybe they're finally getting over it.
 
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