I know the video games one is due to nobody paying attention to the actual products that different demographics use. Ten or so years ago there were lots of "well ACTUALLY more than half of video game players are women" (of course, these days, "woman" is almost undefinable). Which was true, but women were generally playing mobile phone stuff, while guys were still sticking to consoles, and everybody played Minecraft. But that lead to a lot of ill-informed articles (you know, from Kotaku) bitching about how Assassin's Creed was ignoring half its audience by not having a playable woman. "Generally" is the key word there. Of course there were exceptions. Marketing and demographics are never about absolutes, but they are about targeting and effective use of resources. If 80% of your dildo business is going to women, and sure gay men buy 10%, and the other 10% is smattering of other groups with varied uses, you don't blow half your marketing and R&D budget on the .001% of your customers who use dildos for art supplies. Sure, they exist, but they're not worth going after.
Yea I remember that 50% of women are into video games article and then it broke it down to what games and like you said the games were pretty much what you would expect guys to play and women to play. They tried that with comic books but they counted someone with an avengers shirt or someone who saw an MCU movie as a comic book fan
Great point. To this day I still scratch my head wondering why there is this obsession with girls in comics and video games
I know the video games one is due to nobody paying attention to the actual products that different demographics use. Ten or so years ago there were lots of "well ACTUALLY more than half of video game players are women" (of course, these days, "woman" is almost undefinable). Which was true, but women were generally playing mobile phone stuff, while guys were still sticking to consoles, and everybody played Minecraft. But that lead to a lot of ill-informed articles (you know, from Kotaku) bitching about how Assassin's Creed was ignoring half its audience by not having a playable woman. "Generally" is the key word there. Of course there were exceptions. Marketing and demographics are never about absolutes, but they are about targeting and effective use of resources. If 80% of your dildo business is going to women, and sure gay men buy 10%, and the other 10% is smattering of other groups with varied uses, you don't blow half your marketing and R&D budget on the .001% of your customers who use dildos for art supplies. Sure, they exist, but they're not worth going after.
Yea I remember that 50% of women are into video games article and then it broke it down to what games and like you said the games were pretty much what you would expect guys to play and women to play. They tried that with comic books but they counted someone with an avengers shirt or someone who saw an MCU movie as a comic book fan