Video games attracting larger female audience
Monday, June 29th, 2009 at 4:07pm by Press Release
According to Gamer Segmentation 2009, the most recent report from leading market research company, The NPD Group, the number of female gamers are is on the rise in 2009 compared to 2008, significantly among Console Gamers. There was a four percentage point rise in females among both Heavy Portable and Extreme Gamers.
The report, which provides detailed analysis into the following seven gamer segments, are defined by ownership, usage and frequency: Console; Secondary; Online PC; Avid PC; Offline PC; Heavy Portable; and Extreme. It examines the segments relative not only to each other but to the average gamer, a composite sketch of all gamers, independent of segment definition.
Females increased by five percentage points among Console Gamers, from 23 percent in 2008 to 28 percent in 2009. Since the rise in console usage among Console Gamers can be mainly attributed to the Wii, which increased in usage by 19 percentage points from last year, this underscores the finding that more females are using console systems, especially the Wii.
“Last year was one of the most transformative in history in terms of defining the audience for gaming, said Anita Frazier, industry analyst, The NPD Group. “Even with the increased competition from mobile and social network gaming, the console gamer segment added the most new participants to its ranks in the last year.”
Extreme Gamers are in a league of their own when it comes to hours played and titles purchased. Extreme Gamers play an average of 39 hours a week, which is 10 hours more than the next highest segment in terms of hours played, Avid PC Gamers. Purchasing 24 titles throughout Q4 2008, Extreme Gamers purchased more than six times the number of games compared to any other segment.
While Extreme Gamers have become somewhat less extreme in their game play in terms of hours per week spent on gaming (down by close to seven hours relative to 2008), they still spend the most time on gaming compared to all other segments. Even with the lowest household income, Extreme Gamers buy more than four times the number of titles compared to other segments.
Even though Extreme Gamers play and buy much more, their impact on that market is minimal due to their very small size, only 4 percent of total gamers. In fact, they under-indexed (using the market size opportunity index) on frequency, console and portable ownership.
In terms of online game play, on average, 38 percent of gamers’ time was spent playing a game online, with the rest being played offline. This is flat when compared to the previous year, so despite focus of industry on more online game play opportunities, there is not that much of an increase in the number of gamers taking advantage of it.
On average, 16 percent of games purchased in Q4 2008 were downloaded digitally, but
the average number of gamers willing to pay for all types of micro-transactions decreased over last year.
“This could be caused by the increased availability of free gaming, putting a downward price pressure on the industry,” said Frazier.




June 29th, 2009 at 4:56 pm
Before the Wii, my wife never touched a video game. She wasn’t against them, she just didn’t care for them.
Now, there are 3 or 4 games that she loves to play (including WiiFit, which I’m not really sure if that is considered a game or not).
Tell you what, it sure makes it easier to buy a video game when instead of having to convince my wife that I really “need” it, I can get her just as excited about it as I am.
June 29th, 2009 at 8:54 pm
Ugh demographics research. Mostly useless and will result in a glut of titles “tailor made” for a leading console that flop and they’ll cry tears of blood and blame that console for their reliance on stereotypes.
June 29th, 2009 at 9:59 pm
@ Jeff:
*applauds with the rest of the internet*
On a different note…
Sure, girls might play video games (being in the minority of dudes among me and my cousins, and the fact that all the younger people in my family play games, I know this) but I beat the crap outta my little cousin in Brawl all the time! She’s gotta learn to stop spamming Sheik and learn some new moves.
June 30th, 2009 at 8:49 am
I think the worst part is they’ve got it all backwards. they are finding the demographic FIRST and then trying to make a game that appeals to it, when they should just be making a regular game and seeing who likes it.
For example, Professor Layton is popular with the ladies and ALSO a very good puzzle game. That’s the right way. The wrong way is making Slumber Party Clapping Party: Party Mode and expecting it to sell to a demographic.
June 30th, 2009 at 2:31 pm
It’s funny, because that number is incorrect. Wii Fit, EA Sports Active, Wii Music, anything for the DS based on dolls, DS “games” where you take care of pets, all of those are played by girls (some of those have some guys of course, not talking majority), and none are actual games. Oh, and brain games (even though I play Brain Age). In reality, it’s probably actually fallen, because they’re playing these “games” instead. Did I mention how much I hate it when you run across a girl that plays real games, and she’s all cocky and thinks she can beat anyone just because she’s a girl? Extremely annoying.
June 30th, 2009 at 6:47 pm
I think the problem is not studying what the girls play. I have a 15-year-old female cousin who plays RE5 and CoD 5 with her 13-year-old brother.
I guess I’m saying that the genres girls play aren’t those cutesy Nintendogs ripoff titles, they are usually stuff that we play, too.