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No, they really aren't.
Males in the 18 - 40 range are still the top buyers:
Other than Pokemon and maybe Horizon, none of the console/PC games are games females play. Notice how the top-selling games of 2022 align with the Quantic Foundry data:
The games that female play funnily enough were the ones that took a dip in 2022.
Females just aren't interested in the games that they are purposely making woke. Every single game that's supposed to appeal to ugly feminists, like Deathloop, Redfall, Forspoken, or the Saints Row Reboot, have all flopped... hard.
It's been this way for the last decade.
There isn't one corporatist interested in actually making money who would see this decade-long trend and still think, "We can make more money on this female demographic who isn't spending money on our products than the built-in male demographic!"
All of this is ideologically driven. There's been nothing but flop after woke flop and they keep doing it. It's all about the ESG scores and has nothing to do with trying to actually make money from consumer interest.
Absolutely.
There are some articles about it, but I don't have them on hand right now. There is a great video by Endymiontv who breaks down the ESG companies funding the big publishers to "diversify" their games. It's not too long, but he basically outlines the ESG criteria used to determine how woke to make a game: https://www.youtube.com/watch?v=vNh_uYGhf64
EDIT: Oh crap, I'm sorry that's the wrong video. Here is the correct link: https://www.youtube.com/watch?v=kfJrmh2Q298
It's true that lots of women play "games" though. I'm talking like Words with Friends, puzzle-shooters, and browser games. I think women play at work. Women are more likely to have a job where they sit at a desk with a significant amount of downtime with access to a computer.
Fair I mainly brought it up because that gaming space still generates a lot of money for publishers. I mean gambling is more popular than video games overall, right?
This is true. The mobile sector is where they make a lot of their money, in addition to the digital goods sales.
They use low-effort mobile titles to get people hooked on the aforementioned gambling tactics through genres and game-types that actually appeal to their respective demographics (i.e., social/casual games + gambling mechanics for women, and waifu gacha games for men).
When it comes to product sales, midcore games, and hardcore games, you'll note that they take a decidedly different approach. With the rare exception of a few companies, most of the games in the mainstream gaming sector are designed to be woke propaganda.
In some ways they get their cake and eat it too, because they make billions on mobile games actually aimed at player retention, but then they lose millions as they attempt to brainwash people with the hardcore console/PC games.