Showing posts with label gaming stats. Show all posts
Showing posts with label gaming stats. Show all posts

Thursday, February 2, 2012

Academic Interlude: Attributes of Older Gamers

This time in Academic Interludes I'm summarizing and discussing "Never too old to play: The appeal of digital games to an older audience" by Bob De Schutter. It is available online here and I've uploaded the PDF here.

Interesting background: ESA estimated that about 24% of North America's digital game audience is over 50. We don't know much about this elderly game population (but I can tell you my dad is part of it, though I don't think of him as "elderly"). The article discussed "uses and gratifications theory," a theory that argues that we consciously choose what media to consume.

One study the article cited found that preadolescents prefer games that give them social and physical powers they don't have in real life, adolescents preferred games they could use to interact with their peers, and young adults "are troubled by the social unacceptability of the games among their peers and therefore revert to the less social motives" (I'd be interested to know what those motives are--fantasy?). The authors of the article continued to discuss motives, and generalized that females wanted games that appealed to their desires for inclusion, affection, and control (like The Sims?). They hypothesized that older gamers would have these same needs, would feel that video games weren't "socially accepted", and prefer technologically uncomplicated games. Basically, they predicted that elderly gamers would be more likely to fit the "casual" gamer stereotype and play simple browser-based kind of games.

Not actually a game, but a folk dance.
The Survey: The researchers surveyed Flemish residents over 45 who self-identified as gamers. The survey was online. They found that 80% were casual gamers who played puzzle games and games based on board/card games (specifically, Tetris, Spider Solitaire, and Zuma [Zuma came out of nowhere for me]. Oh and "Mahjong games" were most popular of all). Most participants played games on the PC or cell phone. The older people who played "hardcore" games (ones you have to download with a larger file size) were more likely to be male and in the younger set. They found that female casual players played more hours per week than male casual players. Respondents played for the challenge, excitement, and diversion of video games--not really for fantasy or interacting with others. Challenge was a bigger motive for females to play than for males, which the researchers weren't sure how to explain. Hardcore (yes, they used that term) players were more likely to play for fantasy and arousal motives (arousal as in excitement).

My discussion: As the researchers note, there are big limitations to their survey. I know at least two older people prefer the DS, but I wonder if DS players a less likely to web surf than older PC players (I suspect yes). I love playing on my DS, if someone randomly comes by I can just close it and I don't have to look like a huge nerd, but if I'm playing my PS3 suddenly being a gamer has to be like part of my self-identity (not that that's a bad thing, it's just how I feel about it).

I was initially surprised to find that hardly any of the players played for social interaction, but I often play by myself in games that have online modes--it's easier to play by myself, I can quit whenever I want, and no one will laugh at me when I mess up. However, I rarely regret playing with others, and I wonder if games had a better online matchup system if social gaming would be more popular with the 50+ group. We all have heard about the adolescent cursing and penis jokes of online spaces, and I think that scares a lot of people off, even if it's rarer in some spaces. I don't think I've been offended by any Little Big Planet level!

What would a video game aimed at an elderly population look like? I know older people are under-represented in games, but does it really matter if you're playing a puzzle game? Perhaps more games based on already-familiar games? It's hard for me to feel creative about it, since it feels like design-wise, puzzle games are pretty simple, but I know that coming up with a new puzzle game (that is easy to pick up but difficult to master) is actually difficult. Thoughts?

Friday, June 24, 2011

Where Have All the Children Gone?

Thanks to my sister for letting me guest post here!  As a mother of three who still makes some time for video games, I thought I'd post about kids in video games, not kids consuming video games (which is a much more popular topic).
Some (totally random!) kids playing video games

Children make up 20% of the U.S. population, and account for almost 16% of gamers.  Without them, there could be no future for the human race.  Everyone has been a child at some point.  But in most games, they don't even exist. 

It's pretty common to talk about sexism in the video game industry.  But what about the fact that almost every video game character is between 18 and 30?  Kids make up a big portion of video game players, but how often can they play a main character their age, even in games aimed at kids?  While I'm not suggesting that we need kid avatars for Halo or Dragon Age, childhood is a large area of the human experience that has been virtually ignored in video games.


In some games, there are no children at all, and while part of that is because of the types of stories that easily translate into games, part of that is due to technical and legal difficulties.  Oblivion, for example, is detailed enough to have geologically-appropriate terrain for the entire world, and each of the hundreds of characters has their own schedule for each hour of each day of the week, but there are no children in the world.  Assassin's Creed has meticulously recreated historical cities with thousands of people populating them -- but no children.
What's missing from this picture?
Part of the reason for this is technological -- adding children means more 3D models and game resources, which do use time and money.  Part of it may be ethical or legal -- in open-world games like Oblivion, where you can kill characters in the world if you want, some would undoubtedly attack children, which is one taboo that still holds a lot of weight in our society.  As one designer for Fallout 3 says about their decision not to allow killing children in their game, "It wouldn't have been socially responsible". 
Kids have their own town in Fallout 3
As gamers are more and more likely to be parents themselves (53% of gamers are between ages 18 and 49), they are more likely to appreciate settings that deal with children and parenting.  Fallout 3, a postapocalyptic open-world game, does have some children (who are unkillable).  They even have their own little kids-only village, which is a neat idea, but ultimately unrealistic.  How do new kids (babies?) get to this village?  Would the teenagers really allow themselves to be kicked out on becoming adults?  There are some great issues about children that could have been addressed in other parts of the game, too -- how does nuclear fallout affect people's decisions to have children?  If infertility is a large problem, perhaps the culture surrounding children would change -- would people value children more, either because of their rarity, or as another gun to defend against the monsters?  What happens to the culture of childhood?  While the game explores some interesting questions about science and sacrifice and revolution and karma, sociological and familial issues are still largely a wasteland.

Children, when they appear in games, usually occupy stereotypical roles, such as the Crying Little Kid or Heartwarming Orphan, with little to set them apart and make them a living character.  But surely in kid's games there are sometimes realistic kid characters, right?  The truth is, even in kids' games, they usually play as robots, anthropomorphic animals, teenagers, or adults. 



Do kids identify with these guys?  Maybe . . .

The only child main characters (under 14) I could think of were in Pokemon games, Gau & Relm from FFVI, and Sora from Kingdom Hearts (Wikipedia has little else to add).  But Sora is a great example of a child main character who is not merely a story prop or stereotype.  He has relationships and problems similar to other school-aged children, but with the added responsibility of trying to remember his past, save worlds, and survive.  His struggles are not just physical (beat the bad guys!), but emotional and psychological as well. 

It's okay, Sora, we all feel a little emo sometimes...

Sometimes we forget what it's like to be a kid.  It would be hard to do well -- to capture the learning and naivete and the sincerity and intensity of being a child.  But I think accurately portraying children would help video games feel more realistic and be more true, as well as having stories that mean more to both children and adults.

Tuesday, June 14, 2011

Women Gamers

Over at Your Critic Is In Another Castle, Kate complains that game developers don't believe that she, a female gamer who has always loved gaming, including first-person shooters (FPSs), exists. I'm interested in this problem, and I have a few ideas about why there seem to be few "serious" games aimed at women (which felt a little overkill for a comment).

  • FPSs aren't the favorite genre of female gamers. In a study that looked at gamers' genre preferences split by gender, 87% of females played puzzle games, while only 17% played FPSs (compared to 74% of male gamers who play FPSs).It makes sense that, seeing these stats, developers would aim FPSs they make at a male audience (but do females not prefer them because they are so male-centric?).
  • The people who make games are mostly male. In the gaming industry in 2010, 5% of programmers, 8% of artists, 8% of game designers, 18% of producers, 12% of audio developers, and 11% of quality testers were female.2 Still, females exist in the business, and with 18% of producers being female, it seems like they'd have a say in making games that aren't ignoring or being terrible to women (sounds like that should be my next research). Gaming industry professionals make up the audience of E3, and companies want to show off, so... it's mostly guys showing off to other guys, from what I can tell.
  • There are games out there that are selling really well that are designed to be consumed by women. Last May, these were the top ten games in retail sales. Zumba Fitness: Join the Party comes in at number 7. What the heck? I've never even heard of this game. Here's the skinny: you do that dancing exercise thing called zumba while wearing a wii-belt that tracks how many calories you're burning. The female populace has spoken, and if they're not playing LA Noire or Portal 2, they are probably playing some dancing game that was designed with them in mind.

This is, as far as I can tell, the current state of games for women. The Portal games, being puzzle games and having mostly female characters, seem to be the best serious games that include a female audience. There are games out there that are aimed directly at women; they're not aimed at women who are "serious gamers" because those women will buy the games for guys. Case in point: "Girls who are frequent gamers tend to play the same games as do boys who are frequent gamers. Gender differences in genres played are found primarily in girls who game less frequently."1

Sources:
1. Pew Internet and American Life Project as cited in Magerko's "Different Strokes For Different Folks: Tapping Into the Hidden Potential of Serious Games" found in Gaming and Cognition. Because I think everyone should know this, I'm replicating the chart below (authors, if you find this and object, please contact me). A "*" indicates that males played the genre significantly more than females; "+" indicates vice-versa. % of boy gamers is listed first, then % of girl gamers (sorry! too lazy to make a table). Remember, these are preferences of teens who are already gamers from 2008, so it's not representative of everyone who plays games:

*Action games 84 48
*Strategy games 83 55 
*Sports games 80 55 
Racing games 77 71 
*Adventure games 75 57 
*Fighting games 74 17 
*First-person shooter 67 29
Rhythm games 58 64
+Puzzle games 58 87 
Simulation games 46 52 
*Role-playing games 45 26 
*Survival-horror games 45 18 
*MMOs 30 11 
 Virtual worlds 11 10  

The original article looked at extrinsic and intrinsic rewards and found that "Two of the three more intrinsic oriented genres are played significantly more by girls than boys." I believe there is a typo in the article, as their chart indicated that out of puzzle games, simulation games, and virtual worlds, only puzzle games are played significantly more by females than males. Just sayin'.

2. Gamedeveloper's 9th annual salary survey, as found in their April 2010 issue (vol. 17.4). What can I say, my husband worked in the gaming industry.