Aimen Ahmed | Scott Bertrand | Kaji Sweeney Professor Cynthia Gill COMM 190 1 December 2014 How Gender Affects Video Game Preferences One of the general assumptions of gamers is that females tend to be a minor aspect of the culture; according to the Entertainment Software Association, approximately 48% of the gaming population are identified as females (Gallagher, 2014). Various trends have been revealed throughout time, especially the differentiation of males and females. The stereotype of males overruling the videogaming industry has been defeated, defying the myths allowing females to have earned equal gaming privileges. Gender does play a significant role in genre selection and it is true that males and females, distinctly tend to select specific types of games based on their own separate preferences. The video game industry has expanded from a singular and simple concept. Now that videogames are not just available on television screens or singular consoles, mobile devices have helped broaden the horizon. Various applications are available to the extremely common cellphone user. The App-Market on the iPhone, or the Google Play on the Android, both notable systems, promote minor games. In some cases, these minor games can blow up and become extremely successful, or diminish completely going unnoticed and overlooked. In regards to the gender questioning of videogames, a woman may seek out games in a mobile device rather than a gaming console due to the convenience and reliability. Even men may have that preference, but studies conclude that men prefer consoles over mobile devices (Borrison, 2014). Marketing plays a pivotal role in gaming. It is one of the necessities in the gaming industry, obtaining a vast amount of the audience. Advertising is what captures the essence of a video game, drawing individuals interests and curiosity. It has also been observed that males are the target audience for major video games “Many gaming magazines and television commercials feature more males than females and have layouts and coloring that appeals to guys” (Sanford and Madill, 2007). Although females partake a significant amount of the gaming population, it is still predominantly the males who make up the majority. The appeals vary pertaining to a certain gender or category of choosing a specific and intentional manner to decide on the methods of delivery. As the video game industry is a $10 billion worth in revenue business, the purchases are made by the plurality of players: males. Marketing aims at males due to their majority of the industry, it does sense gender exclusion, but not in an extreme sexist manner. We have seen them all, the advertisements that repeatedly play in between television shows. Commercials are the classic examples of marketing under a gaming industry. The commercials that air on television tend to be completely aggressive and perceived as mildly hardcore. Intensity and dramatisation are simple necessities for almost every video game trailer. The trailer creates attraction to the wartimes through heavy sound effects, mesmorising visuals, and even climatic scenes. For example, Activision’s Call of Duty series are delivered to the public as extremely fun by virtually partaking in war. War games again, are targeted for the male audience rather than the female. War is an obvious male phenomenon, proving boldness, strength and bravery- which adds on to the mentality of a male gamer. What other way to prepare yourself and re-enact this manly experience, than virtually succeeding at a game? In addition, the audience for the most popular genres are of gaming are predominantly male. Considering that the core audience is mainly male, that enables game designers to construct the video game more precisely for men. When the design of the games are majorly centered on men that can play a crucial factor in different genders selecting genre preferences. The suspicions of women going unreported in statistics due to the fact that women are not considering themselves as gamers may negatively affect data pertaining to gender game preferences. Violence is more associated with men, than it is with woman (Jardina and Hoyle, 2012). At a psychological perspective, men are evolutionarily more aggressive. It is in biological nature for men to be stronger and therefore superior to women. According to Wichita State University’s Study on gaming behaviors, there has been a consistent shift of videogames and consumers. Approximately 84% of men play violent games compared to women, at a whopping 46% (Hoyle and Jardina, 2012). According to Kamala Norris’ a professional researcher, there have been miltiple studies focusing on the underrated female population in regards to aggressive video games. There were a variety of factors such as women who play “x” amount of hours compared to lesser or greater. “Norris (2004) found that ‘women who play computer games at home have higher aggression scores than women who do not play computer games’ (p. 723), and also found that ‘[h]aving an aggressive personality was related to gaming behavior. Women who played games, played them longer, or played games for more mature audiences were more aggressive. In particular, differences were found in levels of anger, physical aggression, and verbal aggression, but not in hostility’ (p. 725).” Gender inequality still exists through this situation as well. The studies proved that women who play more computer games online, have experienced less sexual experience, however they make less friendships. There have been multiple explanations regarding the contradiction, but it is noted and commonly known that the online culture is completely separate then real-life interactions (Zorilla, 2011). Zynga represents how there are gender differences in gaming. While facebook was in its gaming application trend in 2010, many various games were available. Farmville, a notable farming stimulant game associated with facebook, helped boost the social network’s daily user statistics (Rosenwald, 2010). The most notable game was Farmville, however other applications soared with just as much popularity. For example, Sorority Life was one of the games primarily intended for females whereas Texas Hol’ Em Poker was intended for males. Alongside these two games, sixteen other applications were all equally popular as of June 1, 2010 which created a collection of demographic data. According to Steam, a popular community for video game reports, The Sims is mostly played by females and the general consensus is that it is recognised as a feminine game (Khudaberdiev, 2014). It makes sense, it is the stigma of “playing house” (Steam, n.d) and kind of similar to dressing up. Some males withhold the opinion that it is not full of action, and does not appeal to their biological aggressive nature. In contrast to the “dollhouse” videogame, FIFA ‘14, has the exact opposing gender audience. Biologically speaking, men are anatomically bigger than females creating a passion to illustrate strength through sports. One of the greatest sports of this generation has been soccer, which could be played through a variety video games and consoles. This is towards soccer fans and specifically targeted at males. Again the reassurance of women can play this game too, it just happens that the fact remains as males prevailing. To describe the specific preferences of the overall females of gamers, would be too complex. The average is shown to be non-aggressive, under-sexualised, brain games, however the full understanding is out in the complete utter oblivion. Every individual has their own preference. Each gamer has a personal guideline to what they want to play. It is almost comparable to asking “Do men and women have distinctive ice cream flavour preferences?” Assumptions are presumed and data can point to suggestions, but all in all, the truth of every group can be misleading. It will contain certain faults and be incorrect in depicting a whole group of people. Logical reasoning and statistics may conduct an accurate answer of what the majority is, but one group itself cannot represent a whole. In addition to games that were created solely for the attention of a specific gender, many of these games earn extensive amounts of revenue. Any games with the high association of marketing, focuses more on the economics rather than the consumer services. According to PBS, “‘Kim Kardashian: Hollywood’ and ‘Candy Crush Saga’ make headlines for the massive amounts of revenue that they manage to rake in, but the kinds of games that women are playing were found to vary widely, including endless runner games such as ‘Temple Run,’ brain teasers such as ‘QuizUp’ and traditional card games” (Pulliam-Moore, 2014). Same can be said that about “Clash of Clans” and “Plants Vs. Zombies” both titles rack in thousands of dollars and are gender oriented. Although most male gamers indulge in various genres. Though the gaming community is said to be majority male and that up to 99% of boys play video games. But 70% of those gamers are female playing as male characters. Wanting to be treated equal and in hope bypassing the stereotypes and sexual harassment. Gaming being more appealing to females can be credited to social media and casual games on cellphones. The amount of females playing consoles and mobile apps has grow tenfold since 2011 to 13 million this year ( Washington Post, 2014). Even in the gaming industry females find it hard to hard it to stay in the the field or even encouraging their daughters to pursue a career in gaming because of the sexism that takes place. On top of that 9 out of 10 game developers are male. Despite These things female game developers have made changes to the gaming universe. In the new Tomb Raider, Lara Croft isn't the same bombshell in short shorts she now is a fearsome survivor in better suited outerwear. In all I personally do not think that gender has anything to do with gaming it is all about preference, if you like to play the game or not. It is almost like sports there are certain sports females like and some that they dislike and the same can be said for males. Even though gaming is majority male, females are making their way into and becoming major contributors to the gaming industry just like in sports, science, and politics, Gender should not play a role in todays society in gaming or in any other aspect because of how far the female population has come earning the rights and privileges that they cherish today. Gender inequality in gaming comes from and begins when we are small children. The origin of inequality has no derivation. It is debatable because many factors could have contributed to persistent gender inequality. Socialisation, religion, and just physically and biologically, men and women are different. Different people, people of colour, gender have always been looked at differently. Most males can attest to being sexist or discriminating towards a female in playing any game. That is until the female in question shows up the male in whatever game they were playing. Females are just as good as males doing any activity but it always comes down to the person and gender should not be a major factor in any activity that you are partaking in. So there is a division between genders in video games still exist, despite the adequate ratio of male to female gamers. Statistics can and will prove that the male to female ratio is about even, but the way the gaming industry approaches certain things affect the delivery of games. “The ESA’s statistics may be correct if you take every type of game and every available platform and mix them together into an amorphous blob, but take one step into the detailed demographics of the core audience and the idea of gender equality among gamers spectacularly collapses” (Rosenwald, 2010). In specifics of each video games, companies gravitate towards male audiences rather than females, marketing and advertisements are for one specific gender: men. There are many arguments that support the gender equality within video games. For instance, the availability of various female and male characters that can be selected depending on the player. The customizations and skills all remain the same and no specialties are given in most games based on gender. There might be character differences such as the video game, Super Smash Bros where different characters possess distinct strengths and weaknesses. (Pulliam-Moore, 2014). Each character maintains a sufficient amount of qualities, with absolutely no discrimination, but throughout the gaming industry itself, the games still remain slightly oppressed. On the other hand, there is still gender inequality in video games. Many female gamers have realized the gender stigmas. The female characters who are suppose to be portrayed as strong protagonist often have oversized breast and rear ends. The women viewers have gotten frustrated and developed animosity towards the construction of the game. They experience growing concerns about game developers portraying female characters as fragile. These concerns are a result of the vast amount of men responsible for video game development. A reason for this is the lack of women in the core audience. The data is strictly based on video game market in the United States but considering the size of the American Market ,the data is relevant to comprehending the core audience as a whole. According to Nielsen data, 69% of the population is male and only 31% is female. If only 31% represent women in the core data then that can become a misleading statistic while examining genre preferences. According to NPD’s data on the ESA’s 2013 report breakdowns on the best selling super genres indicates that core gamers vastly prefers physical game sales over digital sales. In addition, the data sourced the three biggest HD console sales are shooters,action and sports games. The audiences for these games were predominantly male. The shooter audience is 78% male ,action game is 78 percent male and the game audience is 85 percent male. This data shows that gender equality is negative among the core audience. For example, Lara Croft: Tomb Raider, a well-known video game with the overly sexualised female lead, revoles around archelogy. However large gaming corporations would not risk to remove the character, as it attracts male audiences. Almost everything in our culture is sexualised. Attraction is a vital key to winning video games, including visuals. “If the companies don't target their main demographic, they fail” (Pulliam-Moore, 2014). Even certain aspects of male leads may turn a female gamer away, such as a dominating personality over a females. It is a matter of belief and morale to decide whether or not the game maintains an ethical approach of equality, but many people stopped considering it due to the obsession with sexuality and violence recently. Another situation that is sparked as controversial is not the violence, nor the gender equality but the inclusion of female violence depicting aggression in video games. Video games sexualise certain games as well. For example the sexualisation of women are seen as offensive and a repellent to feminists or even individuals who have strong opinion on the matter of gender equality. How would people like them, be expected to play a game that looks down on women? Therefore with such sexual objectification, the stereotypical portrayals can lead to negative criticism from the female community of gamers. In addition, it has been a concern that the Nielsen data may under report women. “The idea goes that women are socialized to think of video games as an activity for men, and therefore even if women play video games, including core games, they might not identify themselves as gamers.” (Scimeca, 2013) . Nielsen believes that there is no reason for their statistics to underreport women. Their demographics on the core audience would validate the concerns about the dominance of the male perspective in core gaming. There is a shortage of the study of how women are separating themselves from core gaming especially due to the lack of female characters or sexist depictions of women. With this being said, the core audience is a strong influence of the gender inequality in video games. The majority of data pertaining to gender schemas and other relatable factors are gathered from the core audience. With the core audience being based on only the United States it makes it difficult to attain an accurate prediction of the equality of the core audience (Rosenwald, 2010). However, statistics have shown that men strongly dominate the majority of the core audience by 69 percent. Statistics for genre preferences can become misleading considering there is only 31 percent of women in the core audience. With the growing concern the female gamers have with the majority of games depicting women as sexual objects, it is certain that this may affect how individuals in different genders select games. For male gamers this problem may not be as significant. Game developers design games according to what they assume consumers and core audience will be intrigued by. With the men dominating the core audience games are mainly directed towards their satisfaction. For this reason men may not be as selective towards their genre preferences. Men experience no offensive material towards themselves while playing video games compared to women. In conclusion, video games prove to be gender-oriented in certain ways such as advertising and delivery, causing the perception of bias. Females may tend to have a separate more convenient preference, whereas males may choose consoles and violent video games. It is no doubt that a fraction of the female population may obtain similar views as males, but studies suggest that there are patterns to women’s preferences (Rosenwald, 2010). Marketing and its ways of advertising does indicate gender differences in the video game industry, but it is not an intentional sexist decision. It is the sole agenda of business to create what or who the best target is for purchasing future games. Aggression also plays a role in video games, to both male and female audiences of the gaming era. Gaming on mobile devices create a larger spectrum of an audience- allowing more people to play games and decide what specific games to choose. Overall, it all comes down to an individual’s preference. Works Cited Borison, Rebecca. "The 15 Highest-Grossing iPhone And iPad Games."Business Insider. Business Insider, Inc, 20 May 2014. Web. 30 Nov. 2014. Gallagher, Michael D. 2014. Berlin: De Gruyter, 2013. THEESA. Entertainment Software Association, Apr. 2014. 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