The female game market will usher in the blowout entrepreneur to welcome the opportunity
Source: Internet
Author: User
KeywordsOpportunity
The traditional impression, the game market has always been the home of male users, and the mobile Internet triggered the social production and lifestyle changes, let this traditional cognition. The female gaming market will be a major driver of the growth of mobile games! Look at a few sets of data: 1 According to the latest data from GWI: Among the 32 countries covered, the proportion of female players aged 25-44 has exceeded the total number of 16-24-year-old male players, apparently The traditional belief that the game industry is dominated by young men has become untenable. Overall, the current female players occupy 42% of the total number of hand-play, accounting for the second generation of host players of 35%, the majority of the host player age between 25-34 years old. 2 The market research shows that 60.8% of female players like cartoon style of the game, and only 32.9% of men love this type of game. In contrast, 65.7% of the male players like the realistic style of the picture, and the proportion of female players only 37%. On the other hand, the proportion of female players who like to play warrior roles is 14.3%, well below the 31.4% percentage of male players, and the proportion of female players who like to play the role of Mage (Taoist) is 58.5%, much higher than 44.5% of male players. 3 in 2003, the proportion of female players accounted for about 8%, and in 2004 the proportion of female players rose to 16.61%, and in 2006 the proportion of female players rose to 49.6%. Savvy marketers are starting to target the emerging gaming community and launching a number of games for women. 4 A survey of the British division of the Internet Advertising Agency (IAB) was published in Forbes magazine. At present, the British game population has accounted for 69% of the total population, currently 33.5 million people. The respondents to this survey, whose age is very broad, to the 8-year-old to 74-year-old British domestic gamers as the main body, the survey showed that women accounted for 52%, male 48%. In 2011, the rate of female players in England had reached 49%. According to this statistic, female gamers prefer to eliminate classes, puzzle games, 33% of the women in the group say they like the above two types of games, and our well-known triple-A masterpiece (including action, adventure, the main point of view of the world famous) also has 18% of female players expressed support and love. 5 in a August survey by the American Association for Entertainment Software (ESA), the number of adult female players has surpassed that of male players--a ratio of 36% to 35%. The shift in social production and lifestyles triggered by mobile internet has made the demand for men and women in the game equally strong. They also want to win the challenge of the intelligence test by playing in the game, women and men in modern society face the same pressure, they also want to find a way of entertainment, a can relax, anywhere without too much energy consumption of entertainment. "From the psychological perspective of the game, men and women are not the same, adventure, racing, etc.The more stimulating game is the preference of men, while women are more attracted to role-playing and more powerful games. So these designs for women's gaming markets need to focus more on elements like music and dance. The mainstream game makers to attract more female customers, the game consoles and the shape of the game to improve the introduction of the shell and color are more soft, lovely version, and more attention to the game product packaging. These are the "killer" that attracts the female consumer group. There is no doubt that women have become a force in the mobile gaming market. At home, there are still a lot of women who refuse to play games that are unhealthy embodiment. For game companies in the production of the game is still need to combine the value of women, psychological characteristics, hobbies, and in the development of new health games to launch the imagination, with a healthy game to tell the broad masses of women-the game is also a part of happy life. "Author: Yinore, the founder, analyst, and Internet of small-easy science and technology first from the media."
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