[casual_games] Re: Gender and casual games research
Laxmi Desai
laxmidesai at rediffmail.com
Tue Jul 18 03:42:48 EDT 2006
Well I would like to share my own experience about how I got hooked on to casual games. First of all I had no tension of someone killing me or hurting me. That is something really horrifies me. Im quite sensitive thus I cant see my character dying or losing life (because of my mistake) Secondly Im really very afraid of failure and casual games let me win with no much effort. No much risk associated to my decision thus while playing games I do not have to think much to take any decision. Rather there is hardly any decision making as such involved. And even if I make a wrong move, I have ample chances to correct it.
Hope this will be helpful
Regards
Laxmi
On Mon, 17 Jul 2006 casual_games-request at igda.org wrote :
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>Today's Topics:
>
> 1. Gender and casual games research (Ulrich Tausend)
> 2. Re: Gender and casual games research (spocilujko at comcast.net)
> 3. RE: Gender and casual games research (Ben Lewis)
>
>
>----------------------------------------------------------------------
>
>Message: 1
>Date: Sun, 16 Jul 2006 23:55:18 +0200
> From: "Ulrich Tausend" <ut at neodelight.com>
>Subject: [casual_games] Gender and casual games research
>To: casual_games at igda.org
>Message-ID:
> <572f2430607161455u5b6ca09ic657830074d08b9e at mail.gmail.com>
>Content-Type: text/plain; charset="iso-8859-1"
>
>A week ago I asked on this list for research material about casual games.
>Thank you for everybody who helped me!
>Now I narrowed down my field of interest to the topic of:
>
>"Gender and casual games"
>
>Basically I want to give an answer on why women between 35 and 50 seem to be
>the most important market for casual games.
>"Why do more women play casual games than men, while in total way more men
>play computer and videogames than women?"
>
>I have some ideas why that may be the case, the problem is I would
>need theoretical
>backing for my speculations.
>
>- Probably women just like to play differently: they seem to prefer
>nonviolent, non-aggressive, more "positive" games in "realistic" settings?
>Probably they don't want to challenge themselves when playing (as many men
>do) but just search a quick relaxing experience?
>- Probably women don't want to be gamers (something which is generally
>attributed to (young) males). That is not a problem with casual games
>because casual gamers often don't see themselves as gamers?
>- Probably the dog bites its tail: Casual games are produced with women in
>mind and so women buy them (and hardcore games are produced with men in
>mind)?
>- Probably it is not gender but how experienced you are with computers and
>computer interfaces?
>
>I could also need more statistical information about how many men and women
>play computer and videogames and how many men and women play casual games.
>
>I don't know yet if gender is really that important for our market. But I
>would like to look at casual games from a gender perspective.
>
>--
>Ulrich Tausend
>
>Neodelight/Neokolor GbR
>Berlin - Munich
>
>Phone - Mobile: +49-179-2951979
>Phone - Skype In: +1 (347) 223-5845
>Fax: +49 (30) 69088434
>Skype: uli1000
>
>ut at neodelight.com
>www.neodelight.com [games division]
>www.neodelight.com/about/neodelight [corporate]
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>------------------------------
>
>Message: 2
>Date: Mon, 17 Jul 2006 00:47:31 +0000
> From: spocilujko at comcast.net
>Subject: Re: [casual_games] Gender and casual games research
>To: IGDA Casual Games SIG Mailing List <casual_games at igda.org>
>Message-ID:
> <071720060047.17181.44BADE230005DBFC0000431D22058861720105069A04070C019F9C at comcast.net>
>
>
>Look for more on this possibly in the next minna mag article. :)
>
> -------------- Original message ----------------------
> From: "Ulrich Tausend" <ut at neodelight.com>
> > A week ago I asked on this list for research material about casual games.
> > Thank you for everybody who helped me!
> > Now I narrowed down my field of interest to the topic of:
> >
> > "Gender and casual games"
> >
> > Basically I want to give an answer on why women between 35 and 50 seem to be
> > the most important market for casual games.
> > "Why do more women play casual games than men, while in total way more men
> > play computer and videogames than women?"
> >
> > I have some ideas why that may be the case, the problem is I would
> > need theoretical
> > backing for my speculations.
> >
> > - Probably women just like to play differently: they seem to prefer
> > nonviolent, non-aggressive, more "positive" games in "realistic" settings?
> > Probably they don't want to challenge themselves when playing (as many men
> > do) but just search a quick relaxing experience?
> > - Probably women don't want to be gamers (something which is generally
> > attributed to (young) males). That is not a problem with casual games
> > because casual gamers often don't see themselves as gamers?
> > - Probably the dog bites its tail: Casual games are produced with women in
> > mind and so women buy them (and hardcore games are produced with men in
> > mind)?
> > - Probably it is not gender but how experienced you are with computers and
> > computer interfaces?
> >
> > I could also need more statistical information about how many men and women
> > play computer and videogames and how many men and women play casual games.
> >
> > I don't know yet if gender is really that important for our market. But I
> > would like to look at casual games from a gender perspective.
> >
> > --
> > Ulrich Tausend
> >
> > Neodelight/Neokolor GbR
> > Berlin - Munich
> >
> > Phone - Mobile: +49-179-2951979
> > Phone - Skype In: +1 (347) 223-5845
> > Fax: +49 (30) 69088434
> > Skype: uli1000
> >
> > ut at neodelight.com
> > www.neodelight.com [games division]
> > www.neodelight.com/about/neodelight [corporate]
>
>
>
>
>------------------------------
>
>Message: 3
>Date: Mon, 17 Jul 2006 09:00:45 -0500
> From: Ben Lewis <BLewis at Yatecgames.com>
>Subject: RE: [casual_games] Gender and casual games research
>To: IGDA Casual Games SIG Mailing List <casual_games at igda.org>
>Message-ID: <902DAB2467B54A42A1E23AD54E259E27049839 at SBS0101>
>Content-Type: text/plain; charset="us-ascii"
>
>Ulrich,
>
>
>
>Which academic discipline are you approaching this research from
>(psychology, mass communication, sociology)? If it's mass comm, you could
>consider adoption of innovation or perceived interactivity as a theoretical
>basis. I'm nearly done with my Master's thesis on measuring effects of
>in-game advertising, and the theory bit was definitely a pain.
>
>
>
>Try these sources for more general stats on modern gamer demographics:
>
>
>
>
>
>Castronova, E. (2005). Synthetic worlds: The business and culture of online
>games. Chicago: University of Chicago Press.
>
>
>
>Fattah, H., & Paul, P. (2002, May 1). Gaming gets serious. American
>Demographics, 24, 38-43.
>
>
>
>Nelson, M. R. (2002). Recall of brand placements in computer/video games.
>Journal of Advertising Research, 42(2), 80-93.
>
>
>
>Reynolds, C. (2004). Game over. American Demographics, 26(1), 34-38.
>
>
>
>Sennott, S. (2005, January 31). Gaming the ad. Newsweek, 145(5), E2.
>
>
>
>Takahashi, D. (2000, December 18). Games get serious. Red Herring.
>http://www.redherring.com/Article.aspx?a=2405
><http://www.redherring.com/Article.aspx?a=2405>
>
>
>
>Wegert, T. (2005, September 22). Gaming 101. ClickZ Network.
>http://www.clickz.com/experts/media/media_buy/article.php/3550216
><http://www.clickz.com/experts/media/media_buy/article.php/3550216>
>
>
>
>
>
>Hope this helps.
>
>
>
>
>
>Ben Lewis
>
>Yatec Games
>
>Marketing and Sales
>
>(225)274-1550
>
> <mailto:blewis at yatecgames.com> blewis at yatecgames.com
> <http://www.yatecgamescom> www.yatecgamescom
>
>
>
> _____
>
> From: Ulrich Tausend [mailto:ut at neodelight.com]
>Sent: Sunday, July 16, 2006 4:55 PM
>To: casual_games at igda.org
>Subject: [casual_games] Gender and casual games research
>
>
>
>A week ago I asked on this list for research material about casual games.
>Thank you for everybody who helped me!
>Now I narrowed down my field of interest to the topic of:
>
>"Gender and casual games"
>
>Basically I want to give an answer on why women between 35 and 50 seem to be
>the most important market for casual games.
>"Why do more women play casual games than men, while in total way more men
>play computer and videogames than women?"
>
>I have some ideas why that may be the case, the problem is I would need
>theoretical backing for my speculations.
>
>- Probably women just like to play differently: they seem to prefer
>nonviolent, non-aggressive, more "positive" games in "realistic" settings?
>Probably they don't want to challenge themselves when playing (as many men
>do) but just search a quick relaxing experience?
>- Probably women don't want to be gamers (something which is generally
>attributed to (young) males). That is not a problem with casual games
>because casual gamers often don't see themselves as gamers?
>- Probably the dog bites its tail: Casual games are produced with women in
>mind and so women buy them (and hardcore games are produced with men in
>mind)?
>- Probably it is not gender but how experienced you are with computers and
>computer interfaces?
>
>I could also need more statistical information about how many men and women
>play computer and videogames and how many men and women play casual games.
>
>I don't know yet if gender is really that important for our market. But I
>would like to look at casual games from a gender perspective.
>
>--
>Ulrich Tausend
>
>Neodelight/Neokolor GbR
>Berlin - Munich
>
>Phone - Mobile: +49-179-2951979
>Phone - Skype In: +1 (347) 223-5845
>Fax: +49 (30) 69088434
>Skype: uli1000
>
>ut at neodelight.com <mailto:ut at neodelight.com>
>www.neodelight.com <http://www.neodelight.com> [games division]
>www.neodelight.com/about/neodelight
><http://www.neodelight.com/about/neodelight> [corporate]
>
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