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Gaming Industry: Gen Z is largest gaming population, women nearly half of gamerbase, ads in games are in its infancy.

Dane

Member
Tbh I have a really hard time believing that, I just think that it might seem more like it because of the '' stans '' for League of Legends ( because of the Kpop crossovers ).
Altho they released it on mobile too so probably an increase but that's on mobile not PC.

It's just that on social media there's fairly vocal stans who like the Kpop crossovers and ship characters.
Nah, personal experience, I remember back in college days girls and boys talking about this game, and having the yearly tournament called CBLOL, definetely very mixed and not leaned towards a single gender.
 

Woopah

Member
This is fake news. We've been over those fake kind of statistics over and over again.

NO, there's not 87% of gen-Z nor 80% of gen-X people who play video games when a gamified app or "having tried a game once" is counted as playing video game, the same goes for 41% of them being women which is false for the same reasons.

I could find you the actual statistics, but it's hard to sort them out since there's a huge difference between playing preinstalled solitaire or candy-crush on your PC or smartphone, and regularly buying and playing into any kind of actual video games (campaigns, arcade or online).
Read the article, this is people who play games at least weekly. People who "tried a game once" wouldn't be included.

Lol what’s with this weird push to make it seem like there are more female gamers than there actually are?
What do you think is misleading about the article?
 

Swift_Star

Banned
This is fake news. We've been over those fake kind of statistics over and over again.

NO, there's not 87% of gen-Z nor 80% of gen-X people who play video games when a gamified app or "having tried a game once" is counted as playing video game, the same goes for 41% of them being women which is false for the same reasons.

I could find you the actual statistics, but it's hard to sort them out since there's a huge difference between playing preinstalled solitaire or candy-crush on your PC or smartphone, and regularly buying and playing into any kind of actual video games (campaigns, arcade or online).
Source?
 

Swift_Star

Banned
I have never seen a gamer girl irl.(a real enthusiast) I know they are out there, but they have been...elusive to say the least.

In my country what has really taken off is streaming mobile(smartphone) games on facebook. 99% of them are girls with their titties out.

Man, I really fucking hate mobile gaming.
They exist and they're plenty, but they don't usually talk about it because there's no need to. I barely talk about games outside internet forums and people who know me and don't come to my house don't know I play games. People don't go out of their way to show they play games since there's no need to. It's not part of our personalities.
 

Notabueno

Banned

Do you have a budget for market analysis consulting? No, so unfortunately I didn't keep an access to the reports on which we only track progression (which they aren't much of).

The OP is an unsubstantiated interpretation of a survey that doesn't match the actual studies numbers, but finding copies of those studies is your job, it takes time and you have to cross-correlate, check or infer data to have a better purview of the market.

All in all, "no, there's not 87% of gen-Z nor 80% of gen-X people who play video games when a gamified app or "having tried a game once" is counted as playing video game, the same goes for 41% of them being women which is false for the same reasons."

Read the article, this is people who play games at least weekly. People who "tried a game once" wouldn't be included.


What do you think is misleading about the article?
As explained above, this is a survey of which the dataset has not been communicated but it doesn't match actual studies, or rather the definition of the data. There is indeed 41% of women who play "video games" because in recent studies, game likes candy crush or trying game has been conflated as playing console/pc/mobile games, but the attitudes, products, investments are totally different between the two genders (which is just conditioned of course, but it is what it is).
 
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dano1

A Sheep
They need too separate phone/pad gaming with console gaming. Otherwise my 88 year old mom is a gamer 😂😂
 

OrtizTwelve

Member
Nobody normal cares about identity and representation in a video game. A normal person just wants to play a good video game to get lost in or pass time, or enjoy with family.

I want to play Metroid Dread because it looks great, and I could care less if the character (Samus) is a man, woman, alien, homosexual, Native American, or a person suffering from panic attacks.

The only people who care about identity and representation in video games are those projecting their own wild political beliefs or ideology into an arena where it shouldn’t matter.

If this is the state of gaming, we’re in for some bad times ahead. Between the endless free to play cookie cutter trash and micro-transaction riddled mess that plague most modern “AAA” games, along with the woke nonsense being injected in most titles, I’m out.
 

DeepEnigma

Gold Member
Nah, personal experience, I remember back in college days girls and boys talking about this game, and having the yearly tournament called CBLOL, definetely very mixed and not leaned towards a single gender.
Yep, back on our Friday night game nights in the IT department until 4am were guys and girls playing Unreal Tournament CTF w/ mods, Starcraft, and Diablo 2: LOD. About a 60/40 split on average. Met a few cute girls there as well.
 
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Notabueno

Banned
Neither do you, even so, you're wrong.

I've work in analytics, amongst other markets, video games, and still follow reports and results.

You're right to question statistic and studies, which you should start by applying to the OP's Forbes survey. As time goes by the differences in video game habits and attitude will stabilise between men and women, although as long as there's different conditioning there will be different consumption patterns which is true of every other medias (books, music, movies etc...).

All in all this doesn't say anything about particular individus who may not correspond to statistic or trends.
 
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VAVA Mk2

Member
What's up with the photo from the article? Didn't they found something better?

Gen-Z-Gamers-GettyImages-1185215909.jpg
One is playing on a Dual Shock 3 and the other on a Dual Shock 4...
 

Dane

Member
Yep, back on our Friday night game nights in the IT department until 4am were guys and girls playing Unreal Tournament CTF w/ mods, Starcraft, and Diablo 2: LOD. About a 60/40 split on average. Met a few cute girls there as well.
Funny thing, i've head that especially in these late 90s and early 2000s there was a very noticeable participation of women even at the local Esports scenes in these games.
 

Lanrutcon

Member
When I hear stats like these and don't see a breakdown per platform I know exactly how they got to their results.
 

Boss Mog

Member
Lol what’s with this weird push to make it seem like there are more female gamers than there actually are?
It's been around for a decade at least now and they just love saying half of gamers are women even though they only come to that conclusion because they count shitty mobile games that mostly only women play. Without mobile games the spread is probably 80-20 or 75-25 at best. I don't really know why they do it, I guess it's a "girls can't be second to guys in anything" kind of mentality that is prevalent these days.
 

Woopah

Member
Do you have a budget for market analysis consulting? No, so unfortunately I didn't keep an access to the reports on which we only track progression (which they aren't much of).

The OP is an unsubstantiated interpretation of a survey that doesn't match the actual studies numbers, but finding copies of those studies is your job, it takes time and you have to cross-correlate, check or infer data to have a better purview of the market.

All in all, "no, there's not 87% of gen-Z nor 80% of gen-X people who play video games when a gamified app or "having tried a game once" is counted as playing video game, the same goes for 41% of them being women which is false for the same reasons."


As explained above, this is a survey of which the dataset has not been communicated but it doesn't match actual studies, or rather the definition of the data. There is indeed 41% of women who play "video games" because in recent studies, game likes candy crush or trying game has been conflated as playing console/pc/mobile games, but the attitudes, products, investments are totally different between the two genders (which is just conditioned of course, but it is what it is).
Sure there are differences. But people who play games once a week are still people who like games.

There's a big difference between someone who goes to the cinema 4 times a week and someone who watches one movie per week on their phone. They are still people who regularly watch movies.

Likewise there's a big difference between someone who binge watches dramas on Netflix and someone who only watches a couple of reality show episodes per week. They are still people who regularly watch TV.
 
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Notabueno

Banned
Sure there are differences. But people who play games once a week are still people who like games.

There's a big difference between someone who goes to the cinema 4 times a week and someone who watches one movie per week on their phone. They are still people who regularly watch movies.

Likewise there's a big difference between someone who binge watches dramas on Netflix and someone who only watches a couple of reality show episodes per week. They are still people who regularly watch TV.

It's more akin to a difference between people who watch sports, reality tv, youtube tutorials and movies, and conflating all that as being "cinema" to draw erroneous statistical conclusions.

Also it's more of a "PR data report" meaning some consensual market trend representation that aims at encouraging better image, growth and investments like those false VR "market predictions" trends that've been propagated through medias for years (and every analysts knew they were false/unrealistic), than some actual precise, studied and analysed data.

You can't and shouldn't compare candy crush to bioshock nor bioshock to efootball, it makes as much sense as comparing a Scorcese movie to a DeMilio whatever her name is tik-tok, and then this tik-tok to a UFC match.
 

Woopah

Member
It's more akin to a difference between people who watch sports, reality tv, youtube tutorials and movies, and conflating all that as being "cinema" to draw erroneous statistical conclusions.

Also it's more of a "PR data report" meaning some consensual market trend representation that aims at encouraging better image, growth and investments like those false VR "market predictions" trends that've been propagated through medias for years (and every analysts knew they were false/unrealistic), than some actual precise, studied and analysed data.

You can't and shouldn't compare candy crush to bioshock nor bioshock to efootball, it makes as much sense as comparing a Scorcese movie to a DeMilio whatever her name is tik-tok, and then this tik-tok to a UFC match.
I agree that a breakdown by behaviours would be beneficial, more data always is. But I have no issue with saying that someone who watches reality shows and someone who watches UFC are both people who "watch TV".

People who play Bioshock and people who FIFA are all people who play video games
 
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