Mobile game devs: Middle-aged women are taking over the iPad
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All of this transitioned nicely into mobile social games, where we are today. There is some risky gender stereotyping that can arise in tandem with these kinds of discussions, but from my experience the revenues make it pretty clear which audience to target.
Damn straight, and you've already internalized the lingo. "Pink" and "blue" are the new "AAA" and "hardcore": game industry terms that piss me right off.
Many of the best games are profoundly gender-neutral. Your Marios, Zeldas, Sonics, and Katamari Damacys being the obvious examples. Then again you mentioned working for a Zynga competitor; I'm not so certain that delivering great games was in their mission statement.
Saying that the games are about princesses and mass-murder is a statement on about the same level as saying that chess is a game about military tactics: it might look decorated that way, but it's not what you spend your time thinking about when you're playing, and it's not what draws people to the games.
It's similarly difficult to tell whether "hardcore" means "challenging", "played online competitively", or "has adult themes like sex and violence". The best working definition I could find based on actual usage is if a game is an FPS, RTS, or MMORPG[0] it's "hardcore", otherwise not; but why not just say FPS, RTS, or MMORPG and not have this hidden value judgement that games which are not in these genres are "softcore"?
[0] Other game categories, like MOBAs and some third-person shooters may now qualify.
Limiting your audience to half the population seems stupid to me. Especially when it doesn't seem all that hard to crossover; mostly it involves not making those self-fulfilling marketing prophecies.
You seem to regard the distinct tastes between the genders as some kind of marketing brain washing. Masculinity and femininity weren't concocted in the board room.
Men and women do differ even from an early age, but you are of course right that these differences do not necessarily track with cultural stereotypes. (And when they do it may be because those stereotypes are being conformed to in a strongly biologically underdetermined way)
The topic was how to make money, not how to make games which you personally think to be great or politically correct or whatever.
That said, I asked them what apps they really used the most (angling for a development opportunity just like this article hints you ought to) and the answers were pretty uniform: web browsing, photos, email, and e-books. In most cases they were just using the Apple-provided apps for these purposes.
Since when is 10 games enough to declare any sort of statistical significance? I'm not saying that their claim is false but their data seems wonky.
Seriously gaming gender roles are the most sexists things I've ever seen.