• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

ESA: 37% of the most frequent US game buyers are female, gaming age breakdown

XiaNaphryz

LATIN, MATRIPEDICABUS, DO YOU SPEAK IT
Really? Q&A, varies, probably by size of the company, but artists are usually considered part of the dev team.

Maybe that's changes now that so many are outsourced/contracted?

As someone who started their career a long time ago in quality assurance, goddamnit it's QA not Q&A.

;P

Back on the subject, full time QA spots would definitely count as devs. Especially embedded folks working directly with the dev team. It would also cover QA engineers, developer-in-test roles, hardware compatibility techs, certification testers, etc.

I've heard arguments about whether publisher QA teams would count, particularly seasonal temp types working on contracts, but within the industry Ive always heard them referred to as devs still. Outside games though in other tech industries, you may see pushback on the term from test guys in other fields.
 

redcrayon

Member
But older people are generally more conservative in their spending, and wouldn't it become more difficult to design a game that appeals to such a wide range of ages?
Older people are also more likely to splash out on stuff to entertain their family- a family day out can cost a hell of a lot more than a night in the pub for a student, and also having a 'games night' is a great way to spend time together. I'm more cagey about spending money on myself than I used to be, but then I'll spend more on holiday presents for others too. I'm not sure that people's tastes change that much as they age once they've left adolescence behind. . My tastes changed far more between the ages of 11 and 25 than they did between 25 and 39. I can't imagine that in another 15 years I'll suddenly want to stop playing RPGs.

I think it's more of an issue that AAA games still often go for an 18-rating rather than stuff that everyone can enjoy. That's what's helped turned kids towards minecraft and mobile games, if the most popular games say they aren't welcome, no wonder the average age shoots up.
 

Falchion

Member
The last genre breakdown I saw still had females as less than 10% of total players for my favorites. No girl love for racing or FPS games.
 
But older people are generally more conservative in their spending, and wouldn't it become more difficult to design a game that appeals to such a wide range of ages?

I suppose ask yourself this,

Do you think a 12 year old gamer is going out and buying more full priced AAA games or a 40 year old? Sure there may be a lot of 12 year old gamers, but they have low to zero disposable income.

A 40 year old may be technically more prudent in how they spend their cash, but they also have orders of magnitude more cash to spend then children / teenagers.
 
Is there anything in this article on their sample size for this study? I feel like that needs to be mentioned right away to get a better idea how the results stand.

I'm all about sharing unexpected (and hopefully more inclusive) facts about the industry I love but I just want to make sure the polls are legit
 

Harlock

Member
The problem with this kind of report is that you don't know the method. Each method will result in considerable different results. For example, the same ESA published in 2015 another report where 44% of players are female. I don't believe female players numbers dropped since 2015. But every survey has your own criteria.

http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf

6aN4sj3.jpg
 

Sloane

Banned
Why does this surprise you? The average TV viewer is 44. Home gaming as a hobby is 45 years old, so it makes sense that people born throughout that window would be gamers.

In terms of purchases, people who are in their mid-thirties have less time but way more money.
Well, like I said, mostly from personal experience. I'm in my early to mid 30s and I play so much less than ten or fifteen years ago because I just don't have the time, and the same is true for virtually anyone in my age range that I can think of. I can only imagine people actually often buy games without playing them all too much. Would be interesting to see hours per week for different age groups or something like that.

TV isn't quite the same. It requires little actual investment in terms of money and, to some degree, attention. (I actually expected the average viewer to be much older and he/she probably is in Europe.)
 

Nirolak

Mrgrgr
The problem with this kind of report is that you don't know the method. Each method will result in considerable different results. For example, the same ESA published in 2015 another report where 44% of players are female. I don't believe female players numbers dropped since 2015. But every survey has your own criteria.

http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf

6aN4sj3.jpg
I think that was all gamers instead of most frequent game buyers.
 
Everyone jumped on the first reply but actually, I would have really liked to see a breakdown of what males & females are buying by type/platform/major titles etc. I'd like to know how much overlap there is.
 
This displeases me greatly.

I mean they're literally called video games. Visual pleasure is one of the most key elements of their appeal.

Is there a point where the rising age of gamers becomes detrimental?

Given the current basis of the trend it probably stabilizes around mid-40s as we hit the point where everyone alive grew up in a world with video games.

But older people are generally more conservative in their spending

Errr... you don't see an actual decline until 55 (i.e. almost two decades older than the number we're currently looking at) or a serious one until 65.
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
It's really, really cool to see how women are, at most, 7% behind men playing videogames in every age group.

That's not quite correct, What you see here is the distribution of age & sex groups over all gamers. So the greatest difference in percentage comes from the 18-35 years olds, where males make up 63% of the age group, which in turn is 26% points more than the females, so, females are 26% points behind males in that age group.

What makes this a bit strange is, that they have this graph, which is not consistent with the "most frequent game purchasers". Female representation in the age bracketing is too low when compared to the "most frequent game purchasers". I guess that the most frequent game purchasers is filtered to only include buyers who buy a lot of games, whereas casual buyers are also counted in the age bracket thing. For the persons asking about mothers / fathers, I would guess that the "most frequent game purchasers" should filter them out, but may also filter out some game players who have low budget (e.g. very young or unemplyed players) or are only "casual" players. Where "casual" players only means players who casually play games, not players of games regarded as casual games by the way.
 

Mega

Banned
I love that the average age for gamers is getting older and older. Makes me feel younger lol.

Isn't this potentially bad? Makes me wonder if the gaming population is growing old and not seeing a big enough intake of young people to maintain gaming's growth. Like imagine when the average is 60+ because young people of the future are all interested in doing something else, we start dying off and publishers move on to some other form of entertainment, whatever that may be that seems to have captured the attention of future generations.

By "video game" are they measuring time wasters like Candy Crush? I have a feeling they are...

This attitude is a huge problem. Candy Crush is a video game, period. The industry at large once placed great importance of games like Donkey Kong and Ms. Pac Man and it was only when it started catering solely to boys with action games and shooters (and ads showing only boys playing those games), that girls started to feel alienated like gaming was a boys-only hobby. A breakdown by genre does show that girls/women favor certain types of games...

http://www.polygon.com/2017/1/20/14337282/games-for-women-and-girls

But that even in male player-heavy games there are a bigger than usual proportion of female gamers when developers pay attention to them and represent them. That's why we need a large swath of highly prominent game types: the Candy Crushes, the Splatoons and Smash Bros ("that's not a real shooter/fighter" needs to die), the DA: Inquisitions that women play in bigger than average percentages and even the occasional male-focused "bro" title that recognizes that in some genres sometimes only men are interested against all reasonable marketing efforts.

My friend told me recently about how she went into GAME to get Uncharted 4 for herself and the guy at checkout asked if she was buying it for her boyfriend. Easy to see why that happened when you see some of the posts in this thread.

I love these really visual infographics though, really helps make things digestible - and quotable!

That stinks. At my local b&m the guys (and new girl) behind the counter never make those dumb assumptions.
 

TheEndOfItAll

Neo Member
The most interesting fact I find here is that the percentages of older women gamers are higher than men.

It really dispels the idea that this stuff is for children.

But I know a lot of women play online slot and casino games too. The ones I play have huge admin groups on Facebook, mostly run by women. I wonder if these are counted in?
 
Is there anything in this article on their sample size for this study? I feel like that needs to be mentioned right away to get a better idea how the results stand.

I'm all about sharing unexpected (and hopefully more inclusive) facts about the industry I love but I just want to make sure the polls are legit

ecg6uty.jpg
 
74% of the market in the US is already digital?

Damn, retail is becoming irrelevant at an even faster pace than I expected. Good.

(and why does it seems Npd have been hiding this info)
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
74% of the market in the US is already digital?

Damn, retail is becoming irrelevant at an even faster pace than I expected. Good.

(and why does it seems Npd have been hiding this info)

When only 30% of video game players even download games at all, how do you come to the conclusion that 75% of the market is digital??
 

FyreWulff

Member
This displeases me greatly.

I mean, people used to like it when devs would push hardware or at least made a good try, now it's "MUH PIXEL COUNT!!111 719P??? FAIL!!!11tweleven"

also i've always seen test referred to as devs, if anyone isn't they're just trying to do some tiering bullshit that doesn't fly in any healthy studio.
 

Two Words

Member
I added this to the OP since people were talking about older gamers.

67% of parents play games with their children at least once a week.

parentss7u1k.png
As somebody who worked at GameStop for several years, I question this statistic. So many kids would come in on their own to buy games and parents almost never cared about games being rated M. They basically treated games as a way to keep their kids busy.
 
100% anecdotal, but I feel like I've heard more women on voice chat playing Overwatch than basically any game I've ever played combined if you put WoW in it's own category.

I also am probably biased since my wife plays Overwatch near daily and alot of the time when she's on mic another woman will be like "Wooo another girl!"
 

obeast

Member
As somebody who worked at GameStop for several years, I question this statistic. So many kids would come in on their own to buy games and parents almost never cared about games being rated M. They basically treated games as a way to keep their kids busy.

It's probably worth remembering that the ESA is not a neutral entity, or an industry watchdog - it's an industry advocate, and as such will feel pressure to release numbers that it perceives as favorable.

The stats you flagged look particularly questionable to me. The ESA has a strong interest in promoting the idea that parents are highly conscious of their kids' purchases, and highly involved in their gaming. Perhaps those stats are sort of true, or even entirely fair, but we'd need to understand exactly how they come to those numbers to know (they don't say, right?)
 
As somebody who worked at GameStop for several years, I question this statistic. So many kids would come in on their own to buy games and parents almost never cared about games being rated M. They basically treated games as a way to keep their kids busy.

If you're a parent are you really going to say "I don't give a fuck about what they play"
 
The last genre breakdown I saw still had females as less than 10% of total players for my favorites. No girl love for racing or FPS games.

Those genres don't love us, is more like it. The guy above talking about Overwatch is right. A LOT of my female friends who play games are into Overwatch. It feels more welcoming. You couldn't pay me in loot or real money to talk on the mic or reveal my gender in most games though.
 

obeast

Member
Those genres don't love us, is more like it. The guy above talking about Overwatch is right. A LOT of my female friends who play games are into Overwatch. It feels more welcoming. You couldn't pay me in loot or real money to talk on the mic or reveal my gender in most games though.

One notable thing, I think, about the survey stuff that I and other posters linked above (http://quanticfoundry.com/2017/01/19/female-gamers-by-genre/) is how AC: Syndicate and DA:I apparently buck the overall statistics about their genres:

7) Assassin's Creed and Dragon Age are Also Notable Outliers.

Among Open World games, Assassin's Creed Syndicate is noticeably higher than the genre average (27% vs. 14%). And among Western RPGs, Dragon Age: Inquisition is also much higher than the group average (48% vs. 26%).

I would be very interested to know how much having the option to play as a female character affects the popularity of games in traditionally "male" genres with women. It seems like it could be a significant effect.
 

gaiages

Banned
I just want to know where the f00k are these female gamers so I can ask them if they are interested in writing reviews.

Lots of them try not to have an... obvious online presence. :p

Besides I feel the reviews won't be THAT different from male gamer reviews, lol. Unless you mean the comments section, if your publication is popular enough to draw the unsavory crowd's eye... >.>
 

FyreWulff

Member
I just want to know where the f00k are these female gamers so I can ask them if they are interested in writing reviews.

a bunch of my womenfriends literally disguise themselves as dudes online with male avatar images and only stay in party chat because once you're known to be a woman you get harassed and even stalked around. one had a guy google her gamertag and found her FB profile and shit.
 
a bunch of my womenfriends literally disguise themselves as dudes online with male avatar images and only stay in party chat because once you're known to be a woman you get harassed and even stalked around.
Yuuuuup

My regular Overwatch group is 4 girls and 2 guys but the girls never go outside party chat because they've all had terrible experiences w/ it.
 

Harlock

Member
I think that was all gamers instead of most frequent game buyers.

What is kind of weird, no? Would help to understand if they put more details about that.

I believe videogames are different from movies, where more or less everyone can go to the same theater or watch the same tv. In games, the hardware platform has a bigger variation between age and gender.
 
The data just isn't that useful, or interesting generally. Without a clear picture of what platforms they're playing on, what genres they are playing, and what specific games those might be, it doesn't generate any new insight.

On the level of pure personal interest, it makes it clear that the population at large plays a lot of games, but that's something we were already very aware of in terms of gaming as a whole. However but there's a fairly considerable difference between some light gaming via a free app installed on your phone, and someone playing on premium release, on a dedicated gaming device. These are essentially different markets. There's not neccesarily an overlap between the two. Someone that plays mobile titles, isn't neccesarily interested in playing games on a PC. As such the data generated by these ESA investigations misses a lot of insight that I'm sure a lot of people would value.

For instance, it's obvious everyone is interested in the gender split, but what presence does gender each have across different platforms of genres? I would argue that mainstream and independent console and PC titles games are slowly becoming more progressive with their representations of both genders and sexuality, is this affecting the games people play? Is this making the platforms more appealing? I feel that everyone in the industry is fully aware that it's a billion dollar industry, enjoyed by people of both genders and diverse age groups, but unless the report reflects how these trends are changing - both year on year, and by gender / age subgroup - then it's not really telling us anything especially interesting.

I'm not saying it's worthless, it has valuable bits and pieces, but what are our takeaways from this report relative to 2016s? That's not clearly presented, and what is presented, is quite limited in its scope, which is a shame.

As somebody who worked at GameStop for several years, I question this statistic. So many kids would come in on their own to buy games and parents almost never cared about games being rated M. They basically treated games as a way to keep their kids busy.

While your anecdotal report in and of itself, doesn't hold considerable weight, I think it's likely that it's the result of a response bias. Parents tend to be especially defensive when it comes to how they raise their child, and it's likely they often - unconciously or conciously - missrepresent the truth because of the surrounding social factors. Respondants often provide the answer they believe is what they should do, rather than what they actually do.

I don't think there's anything on the ESA website that helps us understand any measures they might have taken to minimize this. Generally speaking if you just send out thousands of surveys, you're data quality isn't liable to be that high, and you're simply hoping that the sheer weight of the data compensates for that. With that said, elements like a considerable liability for response bias will still slant the data, and that's quite possibly what we're seeing on some of the questions related to parenting.
 
I'm not saying it's worthless, it has valuable bits and peices, but what are our takeaways from this report relative to 2016s? That's not clearly presented, and what is presented, is quite limited in its scope, which is a shame.

I'd be happy to help you out with pricing of research that would help you find the insights you're looking for.
 
It's wild to me that the largest group of female gamers are 50+. Is this a new trend, because I really don't remember going to the arcade as a 10 year old and it being the hang out spot for 30-year-old women. Really didn't see to many people outside of their teens period.

Interesting that across the board, you seem to like games the most when you're a kid or when you're a senior citizen but in between you fall off and 36-49 being a serious culling age, regardless of sex.
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
It's in the article XD

Then this is saying a lot about the failure of console makers to attract phone players. Assuming those 30% who buy games digitally (at all)are not super-heavy spenders punching far above their weight, the majority of thos 74% digital should come from phone IAP stuff and DLC.
 
I'd be happy to help you out with pricing of research that would help you find the insights you're looking for.

While I do appreciate the offer, I'm speaking from the perspective of personal curiosity. I don't make games or market them!

I work in third party games UX research, so these are probably the type of questions our clients could have for their games, but fortunately not ones they would come to us for answers for.
 
What percentage are dads buying for their kids? Or are you only interested in being certain that the female percentage of Actual Game Players is lower than reported?

Because it is lol. Who cares what the percentage is for dads. That's not what this topic is about and what his post is about. Trying to cause an argument where there is none.
 

Mega

Banned
This displeases me greatly.

Why? It's always been true. Graphics have been the primary attention getter since pinball, mechanical arcade games, the first video games on university computers, console prototypes, etc.
 
Every time one of these polls or studies comes out we get people trying to find ways to attack the validity of the data because it doesn't line up with their misconceptions.

How about this... How many years now have independent research come up with the same basic results? 5 years? More?

At some point you can take off the tin foil hat and accept that women are gamers.

I mean, literally every woman I know games​ in some capacity. I can't say that about the guys I know. ...And I'm not talking about mobile games either, but they should count too.

What's the difference between playing Puyo Puyo Tetris on your TV or Candy Crush on your phone? Who cares if people like types of games you don't care for? That doesn't mean they aren't games.

In other words, stop acting in a way that makes other gamers embarrassed to be associated the pastime... ...embarrassed to be associated with you.
 
Top Bottom