Rumbi Pfende, UK Country Manager of RealGames explores the facts and figures, alongside the myths within gaming, that will surprise many marketers and advertisers, whilst delivering a controversial stance on where the gaming industry is heading with a new demographic of women increasing by the day.
This guide looks at the relatively unknown facts surrounding the gaming industry from a female perspective and uncovers the truth behind how women are having more influence on new innovations than is currently expected.
There is no denying that a long running stereotype about gaming being a man’s world, women’s rare interaction with games and that the gaming industry shouldn’t encourage advertisers to target the female demographic with messages aimed at women. Simply put, many consumers, journalists and industry insiders believe women and gaming in the UK do not mix.
However, the latest target group research to come out of Zylom.co.uk, the leading female European RealGames brand, shows that women are taking a more active role within online gaming and can now be statistically proven to be dominating the casual gaming market place, and this is where men and women differ.
Casual gaming can be defined as a user playing more simplistic platforms for short term continual periods of time, so any time up to one hour of game play.
These types of games often to do not entail any form of commitment, such as multi-level games or high involvement games, and can be played on an “as and when” basis. This type of gaming offers a respite, as it were, for women to engage when they have spare time in between organising their domestic, work and social life.
However, it is important to stress that we must understand the difference between men as gamers and women as casual gamers before relying on the statistics of the research, and needs to be considered and segmented accordingly.
The most interesting fact to note is that 82% of Zylom gamers, which equates to just over 1.3m (Comscore June 09) unique users each month, are female. These women are aged between 20-55 years of age, with the core audience being aged 25-44 years and makes up 53% of the total users.
Women over 30 years of age are twice as likely to visit this casual gaming website than the average website, as 50% of this age group have one or more child in their respective household, and the family home is where 95% of these games are being played. 20% of the women that are playing games casually online have a household income of over £50k per year. Internet usage is highly correlated to the online gaming industry, as would be expected. Women who play games online also use the internet to shop for the latest fashion in clothes



