Online Games for Girls: E-commerce's Next Frontier?
Written by John J. Xenakis for
CFO.com,
Feb 14, 2001.
Will 'collaboration' and 'no males allowed' revive online markets?
Surprise! More females than males play online games. Just a few years
ago, computer games were considered a no-woman's-land. Not anymore.
However, men and women tend to play different games and use different
styles of play, which raises the question whether existing E-commerce
Web sites are set up to encourage the maximum number of online
purchases by women.
Most market research says that some 80 percent to 85 percent of all
consumer purchases in the U.S. are made by women. This means that four
times as many consumer goods are purchased by women as by men.
But there's a tremendous gender gap between E-commerce and retail
purchases. For example, a recent report from Forrester Research says
that as many women as men are buying online, and that women and men
follow similar E-tailing patterns.
But the different E-commerce habits of men and women are often
misunderstood. Because, men and women are now making equal amounts of
purchases in cyberspace, Forrester concludes that "gender is a red
herring," and "the E-commerce gender gap has closed."
But that assertion seems to be off the mark. As long as women make up
a far-smaller percentage of virtual transactions than they do in the
bricks-and-mortar world of traditional retailing, the obvious
conclusion is that online marketers are missing an enormous
opportunity. It's fair to ask whether the majority of E-commerce Web
sites are simply "too masculine."
But how should this disparity be addressed? Unfortunately, there's no
conclusive data on a solution.
It remains to be seen whether collaborative or other female-oriented
traits can help E-commerce Web sites attract more women customers.
Simply put, women tend to behave differently than men in online games
and communications, and some observations about the distinctive
features in online games for girls suggest some tactics that E-tailers
might try to lure more women customers.
"Our latest study shows that women make up about 51 percent of the
online gaming population," says Sean Wargo of the market research
firm, PC Data Inc. However, while men are more likely to be playing
shooter or sports games, "what appeals most to women is card games,
games based on a trivia theme and games with a gambling theme." Most
of these games have a collaborative element, permitting groups of
people to share experiences.
The computer games adults choose appear to parallel the games young
boys and girls play. Males tend to enjoy competitive, sometimes
solitary games like car racing or shooting monsters, while women are
more likely to look for games that emphasize sharing and
communication, or which test their intelligence and problem-solving
skills in non- competitive ways.
The PC games for girls that have reached a mass market include the
Barbie games from Mattel Media Inc. (http://www.mattelmedia.com).
These games, which are targeted to five- to 10-year-old girls,
emphasize clothing and fashion. But "Detective Barbie: Mystery Cruise"
is an adventure game starring Barbie, who has to solve an art-theft
mystery using a variety of gadgets to uncover clues.
The Nancy Drew series games from Her Interactive Inc. (http://www.herinteractive.com) have also sold well through four titles
since 1997, and are targeted to girls 10 and older.
"What's interesting is that girls had never really been asked what
they want in games, with the result that most games have been designed
by males for males," says Megan Gaiser, president of Her Interactive.
"We took a look at how they use the computer and what they like and
dislike, and they've given us a fresh perspective on what games should
be."
The latest title, "Nancy Drew: Message in a Haunted Mansion" topped
the Amazon.com children's software list for a part of the last holiday
season, according to Gaiser, who says that girls collaborate in this
game similar to the manner in which they play hopscotch.
"We find that girls tend to play this game in groups of two or three,"
she says. "They work together. One girl sits at the computer, and one
girl writes down the hints and the clues that you need to solve the
mystery."
The games packaging makes it clear that this a "no males allowed"
game, and the first thing you see when you open it is a banner
reading, "Girls are cool." My teen son, who's willing to try almost
any computer game, wouldn't go near this one, although he watched me
play it and only took command of the mouse when I was well into it.
How important is an occasional "no males allowed" message to this and
other games targeted to girls?
Tami Cotter, a communications professional with two young daughters, 3
and 5, says that in her experience this kind of gender differentiation
is very important.
"I don't think it has to do with the parents, because we're very
open," says Cotter. "But even when Ashley was very little she just
wanted to play with dolls, and her attitude towards trucks was, 'I'm
not interested - those are for boys.' "
This theme appears in the Tomb Raider games from Eidos (http://www.eidos.com) in a different way. The lead character in this series
is the character Lara Croft, who is being heavily cross-promoted. Lara
wears a Timex TMX Grip Clip watch in the game, and you can also buy
that watch in stores. And a Tomb Raider movie is scheduled for release
this summer, with Academy Award winner Angelina Jolie in the title
role.
Although more males than females purchase Tomb Raider games, the
percentage of female purchasers is relatively high, more than 10
percent, compared to less than 1 percent for most PC games.
Paul Baldwin, vice president of marketing for Eidos, "no males
allowed" is at least a part of what women look for in this game.
"Lara Croft is an intelligent female heroine, never had time for
males, always adventurous," says Baldwin. "There's a big puzzle and
adventure element, including exploration in 3D worlds. For example,
you can visit the massive tombs in Egypt and explore for hours. There
are puzzles, but they don't test your reactions, which is a male
thing, but they touch your mind."
The billion dollar question, of course, is whether companies can learn
some new marketing skills by studying the differences in the online
behavior between males and females. In the billion dollar world of E-
commerce, that's not kid stuff.
(This is a modified version of an article that originally
appeared on
Feb 14, 2001
on
CFO.com
at
this location.
)
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