The Technomancer
card-carrying scientician
Very very fascinating read. Also very relevant to the thread we had recently on sex appeal and why in its current form it might be a "problem"
The fact that people are getting banned in this thread for having a different opinion is pretty troubling.
Juliet's 8½ Spirits;92175910 said:Thats a cop-out
Wouldn't the same apply to guys who are labeled as nerds, weebs, and losers among their peers? The ostracization you mentioned isn't something limited to the female gender. You can go through your life either doing what you want or what others want you to do.
On a positive note, I recently discovered that Goldieblox exists and there's an incentive out to introduce engineering-based toys to girls.
It's the normal now in all gender threads.
Juliet's 8½ Spirits;92178454 said:A person with a passion for what he/she loves to do wouldn't and doesn't' care about what society has to say about them. My point was, gamers (specifically male) have been overcoming negative stigma since the birth of the industry. I don't understand why female gamers feel they are specifically targeted or excluded when it comes to these things. If there was a big enough market for female gamers do you honestly think companies would spare any time targeting products towards them? When the dude-bro gamer got involved in gaming we saw a massive shift in marketing campaign, and hell, even video game trends. When/if the female gaming community becomes large enough to see an investment opportunity you'll see an automatic shift in the industry.
That implication wasn't my intention. Targeting one demo doesn't mean purposely excluding another, and even if you write "males 16-25" on a form it doesn't mean you're going to exclude other players. But it does illustrate how people think about target demo, and how you can get trapped in that way of thinking. Especially if you work at/with a larger publisher, target demo is something you will discuss multiple times and for most "normal" games the easy assumption is young makes and further assumptions and decisions may spring from that.
Juliet's 8½ Spirits;92178454 said:A person with a passion for what he/she loves to do wouldn't and doesn't' care about what society has to say about them. My point was, gamers (specifically male) have been overcoming negative stigma since the birth of the industry. I don't understand why female gamers feel they are specifically targeted or excluded when it comes to these things. If there was a big enough market for female gamers do you honestly think companies would spare any time targeting products towards them? When the dude-bro gamer got involved in gaming we saw a massive shift in marketing campaign, and hell, even video game trends. When/if the female gaming community becomes large enough to see an investment opportunity you'll see an automatic shift in the industry.
This is from 2010, so obviously things may have changed since then. But I think it's a very interesting breakdown. Companies mainly target console gamers nowadays, and as you can see the overwhelming majority of console gamers are male. Those or similar statistics are likely what publishers are seeing and using when they greenlight or cancel games.
I do find it interesting that the places that girls historically and currently do game the most, PCs and phones, are multipurpose devices. I think there's been, especially in the last decade or so, a very insular focus on the 16-35 male demographic in the console space that has shut out a lot of women from even caring about consoles.
Nobody is stopping the girl from ditching the doll and picking up the computer. Though primary market for dolls have been females, and not because parents forced them to play with dolls either.
I do find it interesting that the places that girls historically and currently do game the most, PCs and phones, are multipurpose devices. I think there's been, especially in the last decade or so, a very insular focus on the 16-35 male demographic in the console space that has shut out a lot of women from even caring about consoles.
That chart illustrates what I've been saying for years - gaming only seems male dominated, because people only look at certain types of gaming - console mostly, while ignoring others, like casual gaming
Those ads.....
Jesus fucking Christ looking back on them now with open eyes as an adult. Awful awful shit. How does clearly angling a product AWAY from 50% of the freaking world even make sense from a marketing perspective?
On a positive note, I recently discovered that Goldieblox exists and there's an incentive out to introduce engineering-based toys to girls.
Their commercial is pretty awesome too: http://www.youtube.com/watch?v=lMLYdoyFfmc
Those ads.....
Jesus fucking Christ looking back on them now with open eyes as an adult. Awful awful shit. How does clearly angling a product AWAY from 50% of the freaking world even make sense from a marketing perspective?
When it comes to making decisions, it isn't as simple as just doing whatever you want to because you feel like it. Depending on your ethnicity, sexuality, gender, class, ability, etc. you are still affected by your surrounding environment. If you're told constantly by media, friends, colleagues, family, etc. that it isn't 'feminine' to code for computers, your decision-making is obviously influenced to some extent, because most people care about what others think and what is considered to be normative behaviour by society at large by virtue of us humans being social in nature.
It is not as simple as having access to whatever you want to do. That's not how the world works. There are so many forces, institutional, societal, personal, even in the way we employ language, that keep people in their assigned boxes of marginalization and discrimination based on things like sexuality, ethnicity, race, gender, etc. Thus, it is not a matter of a girl just picking up a computer instead of a doll.
I don't think that this article seems to be suggesting anything more radical than, "Marketing for video games shouldn't explicitly (or implicitly) write off girls as a potential audience by either denigrating them or ignoring them." I agree with what you said last - you can ultimately be interested in whatever you want to be. I'm interested in non-gender 'appropriate' things, myself. But that's not a good counterargument to the assertion that the status quo is a problem, anymore than arguing that because someone can succeed in spite of structural inequality, structural inequality doesn't matter.
Boys who liked video games had advertising targeted to them, and while "nerd" is an outsider label, it's still a faction in its own right. It's a group you can belong to. You can hang out with other nerds and do nerd things together and feel like there are people who accept what you do somewhere or other.
Since girls were excluded by most console game advertising, and they don't fit into the nerd peer group, where do they belong? A girl will inevitably be an outsider for playing in a male-dominated genre. Most people don't want to put up with that. So girls move to less conspicuous methods of video game consumption, like in the PC or mobile space, that don't require them to purchase a big device that identifies them by their hobby. And the people who target them there can make millions.
I just don't really know how marketing can ever move away from exploiting gender stereotypes. I mean, it's just easy money to sell to "male demographics". As a male myself, I would love more diversity, and for them NOT to keep marketing big boobs, explosions, high octane aggressive/action. I'm burnt out on that crap. Yet this kind of marketing is still going strong. Just look at the film industry, they haven't made much progress.
So then it all comes back to, who is to blame? Is it then Male's fault, for continuing to buy this stuff? I mean, after all companies just sell what people want. Until people stop buying it, I don't see why a business would ever give it up. If suddenly they realized female demographic is a gold mine too, what's to stop them from not doing the same kind of exploitation to the female demographic? (They already do this with certain kinds of movies).
Outside of having these debates/discussions, I don't really see what the solution is on a grand scale (the mass market). It seems like humans are generally shallow, and businesses will continue to give them what they crave.
EDIT: I didn't mean to point fingers with blame. I only bring it up, because I'm curious what the source of the problem really is (identifying it), and how do you fix it. It seems to me, both genders are accepting to being exploited (I mean, having product marketed to them that narrowly focuses on socially constructed gender roles). And both genders will eat it up.
What people crave can and is shaped by marketing, vicious cycle I know. People want to talk about marketing in this thread, welp the 50s are a great example of "domesticating" women who were forced out of work when the GIs came home. A huge surge of marketing told them that being a housewife was the proper way to live and be. With such an onslaught of this, also bolstered by the government, it's hard not to fall in line.
You're really downplaying how strongly social expectations influence us. Individuals can break from the norm, but the overall tendency is to follow the norm. Boys can buy toys from the "girl" aisle, and girls can buy toys from the "boy" aisle, but overall they will be driven to want with what they understand are gender-appropriate toys.
You can keep saying "but there's nothing stopping them!" all you want. That's just not the reality of it.
It's this kind of crap that made me throw my hands up long ago and stop debating in these kinds of threads. The fact that it's still happening even today is mind boggling. People who disagree with topics like this get hyper defensive, insulting, and downright condescending almost instantly.
I just don't really know how marketing can ever move away from exploiting gender stereotypes. I mean, it's just easy money to sell to "male demographics". As a male myself, I would love more diversity, and for them NOT to keep marketing big boobs, explosions, high octane aggressive/action. I'm burnt out on that crap. Yet this kind of marketing is still going strong. Just look at the film industry, they haven't made much progress.
So is marketing forced to change, when people have had enough? I guess I just feel hopeless on the matter, seeing as I feel like something like the movie industry hasn't made that much progress. I mean yeah we've made progress, but I feel like we are stuck in this subtle loop where it's not offensive enough to piss people off (or at least to great lengths) like older marketing was (the 50's for example).
I almost feel like marketing today is more evil, because it's (again) subtle with what they do. They ride that line where people aren't overall offended, and yet they keep cornering stereotypes that please large enough demographics that the money keeps rolling.
Juliet's 8½ Spirits;92182756 said:Why not? Look, I'm all for more girls/women coming into this industry, but why should companies be forced to appeal to a market that isnt there?
You know, the first company that actually attempts to cultivate this "market that isn't there" is going to hit a fucking gold mine.
Your level of education has nothing to do with it. You can have a PHD and still have an uneducated opinion, which you do in this instance.
yes but all of those titles in the quote are videogames. they're "very different things" in that one game might feature cartoon birds you fling at pigs and the other is about gunning down brown people with military grade weapons. both games should be considered equally as appealing and appropriate for either sex, however due to marketing, they are not.
Didn't Nintendo hit that gold mine briefly with the Wii and DS?You know, the first company that actually attempts to cultivate this "market that isn't there" is going to hit a fucking gold mine.
Didn't Nintendo basically try to do that with the Wii? I remember them even bragging about the number of female gamers they had on their platform compared to others.
Didn't Nintendo hit that gold mine briefly with the Wii and DS?
Wii Fit, Nintendogs broke records and then an outstanding amount of women and girls started enjoying more game like Mario Kart and Wii Sports. Nintendo started them off with very casual, non-violent games and then eased them into more competitive party games. Apparently Zelda: Phantom Hourglass did very well with Japanese girls.
Nintendo might have been able to keep that expanded audience if they hadn't frozen up with there marketing for the Wii U. (Too expensive and not casual...but not hardcore either)
I don't think that's due to marketing, i think it's due to the nature of the games themselves.
Also Doom and Farmville are technically both videogames.in the way that The Godfather and Adam Sandler's Jack and Jill are both movies.
Yeah, I feel it's more an issue of female gamers not becoming attached to those platforms rather than having an incredibly strong affinity for Bejweled, Solitaire and the like. Most casual games have a certain level of universal appeal, so naturally they're popular among people who haven't become attached to predominantly male-oriented core software.
Well, as the article likes to point out, marketing experts like to find out what people already want/like and target those things accordingly.So does gender stereotypes exist because of marketing or does marketing exist to conform to already established gender stereotypes?
Chicken or egg?
Don't you think the fact that you compare FarmVille to something horrible and Doom to something fantastic a small part of what this article is talking about? Casual 'girl' games are trash. Hardcore 'manly' games are awesome. Add in 20 odd years of reinforcement and here we are.
So does gender stereotypes exist because of marketing or does marketing exist to conform to already established gender stereotypes?
Chicken or egg?
Don't you think the fact that you compare FarmVille to something horrible and Doom to something fantastic a small part of what this article is talking about? Casual 'girl' games are trash. Hardcore 'manly' games are awesome. Add in 20 odd years of reinforcement and here we are.
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You know, the first company that actually attempts to cultivate this "market that isn't there" is going to hit a fucking gold mine.
Maybe he said what he said because FarmVille is indeed trash, and not related to any gender-related assumptions and stereotypes?
I asked this question and nobody has answered yet.
Maybe he said what he said because FarmVille is indeed trash, and not related to any gender-related assumptions and stereotypes?
I despise the word "hardcore" by the way, which is why although I do understand the word as mentioned here has a different meaning to it...
.
So does gender stereotypes exist because of marketing or does marketing exist to conform to already established gender stereotypes?
Chicken or egg?
Because it's not an insightful question.
Juliet's 8½ Spirits;92178454 said:A person with a passion for what he/she loves to do wouldn't and doesn't' care about what society has to say about them. My point was, gamers (specifically male) have been overcoming negative stigma since the birth of the industry. I don't understand why female gamers feel they are specifically targeted or excluded when it comes to these things. If there was a big enough market for female gamers do you honestly think companies would spare any time targeting products towards them? When the dude-bro gamer got involved in gaming we saw a massive shift in marketing campaign, and hell, even video game trends. When/if the female gaming community becomes large enough to see an investment opportunity you'll see an automatic shift in the industry.