Posts Tagged ‘female gamers’

Females are big casual gamers, but don’t ask them to pay

Tuesday, February 16th, 2010

A new study released by Q Interactive further confirms the results from their earlier study released last November, indicating that women are big social gamers. But don’t call them gamers, nor ask them to pay to play.

770 women were surveyed in January and questioned about their knowledge of online gaming and virtual worlds. 36 percent indicated that they regularly play games on Facebook, with 54 percent admitting that they play at least on social game per day. Mafia Wars and Farmville scored top ranks on female gamers’ choices.

“This provides a terrific opportunity for brands to serve as a trusted, valued partner to them. By having a presence in the game and app space, brands get the benefit of reaching an influential consumer set,” said Ian Johnson, Director, Social Media World Forum. “With the support of brands, advance in games and apps and we’re finding also get information from brands they value.”

And while women may be huge consumers of casual games, please do not refer to them as ‘gamers’. Less than half of those surveyed (42 percent) would call themselves a ‘gamer’. However, these ‘non-gamers’, 67 percent of them, consider between 1 and 5 hours per week a socially acceptable amount of online play time. Likewise, when asked if they would pay (i.e. use real money transactions) to play, over three quarters of them (77 percent) indicated that they would pull the plug on their ‘non-gaming’ addiction playtime. 97 percent said that they would rather ‘earn’ virtual currency through games rather than investing actual, real-world money.

 

New Study: Women competitive, social, brand engaged, loyal casual gamers

Wednesday, November 11th, 2009

There was a time when the term ‘gamer’ held a certain negative connotation to it. Past studies have shown that this once held preconception is vastly different today. With the advent and popularity surrounding casual gaming, the gaming landscape has changed dramatically. Just how dramatically? A new report released by Q Interactive and Social Media World Forum has found that female gamers are highly engaged with brands and virtual currency consumption.

QinteractiveWhile the sample size is still relatively small, approximately 2000, the results are enough to make any marketer or developer of casual games jump for joy. The study found that female gamers are passionate and competitive about Green Patches and Happy Aquariums, and often stock up on virtual currency. The study also found that women are highly engaged in branded virtual goods, and are much more likely to acquire virtual currencies through winning more, or accepting a branded offer, as opposed to paying for it with “real world” money.

“As brands seek relevant and natural ways to shake hands with women via social media, the gaming and application marketplace holds tremendous potential to integrate in a consumer-friendly, meaningful way,” said Matt Wise, President, Q Interactive. “Women seek a partner to support their entertainment, which is exceptionally important given their busy lives.”

A closer look at female gamers

  • 85 percent of those surveyed use five or less games and/or apps regularly, indicating an inclination to be loyal to a handful of favorites; approximately 15 percent regularly invest in six or more games/apps at a time
  • More than half (57 percent) are earning/spending virtual currency daily
  • Introduction to new games and apps rest heavily on word-of-mouth: Nearly three-quarters (74 percent) got involved in a game or app due to “a recommendation” by family or friend or because they “noticed a friend or family member’s score”
  • 95 percent utilize virtual currency primarily to “gift” and/or advance games
  • In interacting with games and apps, 57 percent feel virtual gifting – for example, giving a bag of virtual makeup from Sephora – is as meaningful as real life gifting

How Brands and female gamers interact

  • All but six percent (97 percent) of women prefer to earn virtual currency through either winning more or accepting a branded offer – versus paying for it with “real” money
  • While they game and app quite regularly, only one in ten women have actually used “real” money to purchase virtual currency; of that, 85 percent have spent under $100 in their gaming and aping activities – ever
  • Of women who have signed up for branded offers to get more virtual currency, 67 percent found the offer useful
  • 37 percent of those women chose the branded offers based on “content”; 17 percent went for offers with free products or services

“Applications and games are quickly becoming part of everyone’s daily lives,” said Ian Johnson, Director, Social Media World Forum. “This provides a terrific opportunity for brands to serve as a trusted, valued partner to them. By having a presence in the game and app space, brands get the benefit of reaching an influential consumer set. With the support of brands, advance in games and apps and we’re finding also get information from brands they value.”

 

Female focused Chinesegum.com introduces Social Networking Tools

Monday, April 6th, 2009

Founded in 2008 by former Gamepro.com Director of Business Development, Rob Giuffre, chinesegum.com has recently released an extensive set of social networking tools to be used site-wide.  The goal of these tools is to further enhance the chinesegum.com mission statement: Connecting Gamers with great games and the people who design them.

“Chinese Gum Networks was founded in 2008 with a mission to help gamers not only find high quality games, but to help them interact with other gamers, and game designers, that have similar tastes,” states Rob Giuffre.  This is a primary area where Chinese Gum seeks to set itself apart from other flash based games portals such as Newgrounds and Kongregate.

Chinese Gum makes a unique distinction between players and designers, thereby allowing users to find the creators of some of their favorite games.  With the recent addition of social networking tools, this process will now be even easier.

“Game Developers work very hard to create the fun and engaging titles that gamers love, and they are every bit as deserving of a fan base as musicians or actors. On Chinesegum.com, Gamers have the chance to find out who makes the great games that they love, and our Developers have the opportunity to communicate directly with their fans,” says Giuffre

Chinese Gum also features a ‘Gamelist’ tool that allows users to tag a game to be added to their personal favorites list.  The site then does the heavy lifting and searches out other users and designers with similar tastes in game play and design  and makes appropriate recommendations.  Think Amazon’s, if you liked blah blah, you might also like….  And there’s certainly no shortage of titles to play.  Again, just over 2 months old, chinesegum.com is packed with over 5,000 titles ranging from puzzle challenges, arcade games, strategy games, and action and adventure titles.

Girls just wanna have fun

Perhaps I’ve forgotten to mention, Chinese Gum and founder and COO Rob Giuffre set out to make the site female friendly.  Billed as, “the premier Web Games portal built specifically for girls and women of all ages,” Chinese Gum seeks to make the site friendly and welcoming to women of all ages.  From every aspect including titles available, and associated genres of play, right on through to the overall design of the site, the goal is to welcome a traditionally under represented demographic in the gaming world (Stevie ‘KillCreek’ Case excluded).

While still early in their release cycle, I took a tour through Chinese Gum over the weekend, and found it to be quite enjoyable.  Sure, there are some obvious similarities to other flash games portals, but that’s to be expected, as how many ways are there really to dress up the same concept?  However, Chinese Gum IS doing some rather interesting things to foster community development, which might ultimately take the business plan in a radically different direction.  Either way, chinesegum.com is off to a darn good start.  Let’s keep our eyes on these guys.

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STEVANA CASE JOINS fatfoogoo EXECUTIVE TEAM

Tuesday, September 30th, 2008

Casual Games Veteran Will Lead fatfoogoo Business Development and Sales in North America

SAN FRANCISCO – September 30, 2008 – fatfoogoo, the leading provider of in-game commerce ecosystems, today announced it has appointed Stevana Case to spearhead its North American business as Vice President of Business Development and Sales.

Case joins fatfoogoo at a time the casual gaming industry is expected to grow to an estimated $1.15 billion industry by 2011, according to DFC Intelligence.

“Stevana is widely respected in the videogame industry with impressive experience as a professional gamer, designer, author and more,” said Martin Herdina, co-founder and CEO, fatfoogoo.  “Her knowledge of the industry and deep passion for gaming is a winning combination for fatfoogoo as we expand our business in North America.”

Case is a widely recognized figure in the videogame industry.  She is celebrated for being one of the first professional female gamers and the first woman in the Cyberathlete Professional League.  Notably, Case has gained recognition for defeating John Romero in Quake death match, single handedly beating him the first time they played.

Most recently, Case has made her mark as a tough-minded and experienced business development professional, working on a wide range of platforms including PC, mobile, IM and consoles.  She has combined her professional gaming experience with a personal passion for the industry serving as Director of Business Development and Sales at Tira Wireless.

Prior to business development, Case worked at several gaming companies serving in wide ranging roles from videogame level designer and product manager within the social games and networking space.  Case was also the Co-founder and CEO of Monkeystone Games. Post Monkeystone Games, Case headed up the product development team for Warner Bros. Online, Mobile Group.

“I am excited to join fatfoogoo; the team’s experience with microtransactions and modular platforms will serve both developers and publishers nicely,” said Case.  “As a gamer, I love buying items and the complexity that microtransactions bring to the game experience.  As a professional, I find fatfoogoo’s technology the most comprehensive offering on the market.”

Recently, fatfoogoo announced it has made its monetization software system available to developers in Project Darkstar, an open source development environment created by Sun Microsystems Laboratories. With fatfoogoo software publishers and developers can more easily tap into unchartered revenue streams of microtransactions.

About fatfoogoo
fatfoogoo is the leading in-game commerce ecosystem for monetizing online games and virtual worlds. Fatfoogoo’s solutions allow both publisher-to-player and player-to-player financial interaction, as well as traditional user and subscription management. Publishers can choose white label turnkey solutions or individually configured modules. Founded in 2006 by Daniel Petri and Martin Herdina, fatfoogoo is headquartered in Austria and also has offices in the US and the UK. For more information, please visit www.fatfoogoo.com.

Contact
Heather Sorensen
Plugged In PR for fatfoogoo
+1-503-841-0625
heather@pluggedinpr.com