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Secret lives: The games women play Computer games have become a passion Aug 15, 2006 Over the past two years, as the gaming industry took off and in-game advertising rose with it, a surprising trend emerged. Gamers weren’t just teenage boys but increasingly their moms, women over 40 looking for a quick diversion from their daily lives. That’s become fairly common knowledge, but what what’s less known is just how devoted these gamers are. According to a new study conducted by Harris Interactive for RealNetworks, two-thirds of these women play digital, arcade, card or word games per week, and about 60 percent of them prefer games to talking on the phone, knitting or doing home improvement projects. Half say they prefer game playing to watching a movie or cooking. And nearly a third prefer games to TV watching. RealNetworks specializes in the types of computer games that these women play, puzzles that they see as both educational and good stress relief. Researchers also found that there’s little variance in women’s general interest in games across different demographic backgrounds. Michael Schutzler, senior vice president of RealNetworks’ games division, talks to Media Life about why games could surpass TV in popularity, what makes in-game advertising tolerable, and what women’s favorite game is. What did you find most interesting or most surprising about this study? If women are wound up at the end of a workday, they play games that are wound up, where there’s chaos. If they have writer’s block or stressed, they’ll play a puzzle game. They find that playing the game gives them an immersion that will clear their heads for 15 minutes. It’s not just that they prefer it to watching TV. The reason is TV ends up draining them. When did this minority of respondents start getting more interest in games than television? The numbers for women over 40 are particularly surprising. Is there a game or category of games that are driving these women's preferences? They’re not using it to compete, they’re using it to keep their brains sharper, to meditate, rejuvenate. They want to do it on their terms, how they want to, when they want to. There’re implications here about how we market these games rather than how we design them. If there’s growth, it will be, “How do we attract gamers other than women over 40?” That seems to be in contrast to movies, which many of these women said they would not choose over gaming. Is that because movies these days seem to target kids rather than adults? Also, targeting this demo has been noticed by Nintendo in Japan. They’ve had tremendous success with their Nintendog series with girls, and in addition, they’ve had smashing success with Brain Age, success with seniors. That has some implications for our industry—[in that game], when you’re done playing a level, it says, that’s enough for today and rewards you for getting three or four days of training in a row. [That means] not too much of one game in one day, a classic interpretation of what we’re talking about here.
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