Male Players
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Originally Posted by Flem
Males are more likely to play any game.
Guys have a tendency to use competition and challenge as a form of entertainment. Whereas females tend to use social gatherings and things that affect their social status (clothes, appearance, get-togethers, etc.) as a form of entertainment. |
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I'm in a clan who competes nationally here in ZA in games such as BF2, BF2142, COD4, Crysis, Quake; but to name a few. I'd have to say that yes, we have more male players enjoying the FPS scene than female players.
But in our GW Guild, most of the players' wifes / girlfriends (Yes, we are a "mature" guild lol) play GW as well, and they enjoy it thoroughly.
Some of the other ladies in the clan still play DOTA & TF tho, still trying to get them to come join us on GW... hehehe
But in our GW Guild, most of the players' wifes / girlfriends (Yes, we are a "mature" guild lol) play GW as well, and they enjoy it thoroughly.
Some of the other ladies in the clan still play DOTA & TF tho, still trying to get them to come join us on GW... hehehe

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Increasing Numbers of Women Playing Video Games
For many years video games have been seen strictly as a man or boy’s exclusive domain. However, women are quickly becoming more interested in the video game industry. At present, fewer girls than boys are playing electronic games but the number of female players is increasing dramatically.
According to an Entertainment Software Association study, 43% of the average game players are women. (Oser, 2004: 56) This group of women and girls are also spending more in hours gaming than the male players. A recent study conducted by AOL, found that women in the United States aged over 40 were spending nearly 50 percent more time each week playing games than their male counterparts who traditionally were considered to be the most active gamers. (Cloutier, 2004: 16)
Another study by the Youth College Explorer surveyed 360 people aged between 18 to 30 to research the growing trend in female users. This particular study found that female respondents averaged almost as much playing time (2.7 hours per week) as their male counterparts (2.9 hours). It also found that women were not less likely than men to own a portable video game system (22% vs. 27%) were. (Dolliver, 2004: 35)
Industry experts believe that the growing number of women in games is evidence that the video gaming industry is coming of age. Ten years ago the gaming industry was heavily marketed at teenage boys. Now the average age of gamers is 29, the core demographic is 18 to 35, and a third of game players are women. (Goodale, 2004: 14) This shift is a reflection of the major changes in the video game landscape.
In the past it was credibly argued that men were more technologically attuned than women. Now the gender gap is narrowing and online computer games offer an example of this trend. Women are interested in playing games online because of their familiarity with computers rather than X- boxes, Sony Playstations and other stand alone gaming consoles. As broadband connections have made games faster and easier to play, researchers suggest that free, simple, online, traditional games are appealing to women with limited time but a desire to socialise. According to the survey by AOL, cyber games are replacing TV, books, films, telephone and exercise for 44% of women 40 and over. (Goodale, 2004:14).
However, confirming the number of women users internet-wide is hard to come by since the mainstream institutions have only recently begun to regard video games as a legitimate field of study. Whilst the total numbers are unclear at this point the emerging distinctions between the way men and women play are not. Research has confirmed that women are more interested in communication, interaction and constructively putting things together when they play online. Men however are interested in fighting, competing and violent games that pursue goals. (Goodale, 2004:14)
Young males are still the main target market for the video gaming industry and high testosterone games still dominate the video game market. But now the industry wants to expand and find additional audiences that will increase the size of their market. The recent trends and statistics are heavily suggesting that this audience should be the female users.
Reference List
Coultier, R.( 2004) ‘Online gaming: the new social circle’, Mass High Tech [online], Vol. 22, Iss. 38. pp16. Available: [Go to Article] [Accessed 16/10/04]
Dolliver, M. (2004) ‘Who says women are averse to technology?’, Adweek [online], Vol. 45, Iss. 16. pp35. Available: [Go to Article][Accessed 16/10/04]
Goodale, G. (2004) ‘Games women play’ [Online], pg. 15 Available: [Go to Article][Accessed 7 Sep. 2004]
Oser, K.(2004) ‘Moms are unsung players in gaming world’, Advertising Age [online], Vol. 75, Iss.22. pp56-57. Available:[Go To Article] [Accessed 16/1
For many years video games have been seen strictly as a man or boy’s exclusive domain. However, women are quickly becoming more interested in the video game industry. At present, fewer girls than boys are playing electronic games but the number of female players is increasing dramatically.
According to an Entertainment Software Association study, 43% of the average game players are women. (Oser, 2004: 56) This group of women and girls are also spending more in hours gaming than the male players. A recent study conducted by AOL, found that women in the United States aged over 40 were spending nearly 50 percent more time each week playing games than their male counterparts who traditionally were considered to be the most active gamers. (Cloutier, 2004: 16)
Another study by the Youth College Explorer surveyed 360 people aged between 18 to 30 to research the growing trend in female users. This particular study found that female respondents averaged almost as much playing time (2.7 hours per week) as their male counterparts (2.9 hours). It also found that women were not less likely than men to own a portable video game system (22% vs. 27%) were. (Dolliver, 2004: 35)
Industry experts believe that the growing number of women in games is evidence that the video gaming industry is coming of age. Ten years ago the gaming industry was heavily marketed at teenage boys. Now the average age of gamers is 29, the core demographic is 18 to 35, and a third of game players are women. (Goodale, 2004: 14) This shift is a reflection of the major changes in the video game landscape.
In the past it was credibly argued that men were more technologically attuned than women. Now the gender gap is narrowing and online computer games offer an example of this trend. Women are interested in playing games online because of their familiarity with computers rather than X- boxes, Sony Playstations and other stand alone gaming consoles. As broadband connections have made games faster and easier to play, researchers suggest that free, simple, online, traditional games are appealing to women with limited time but a desire to socialise. According to the survey by AOL, cyber games are replacing TV, books, films, telephone and exercise for 44% of women 40 and over. (Goodale, 2004:14).
However, confirming the number of women users internet-wide is hard to come by since the mainstream institutions have only recently begun to regard video games as a legitimate field of study. Whilst the total numbers are unclear at this point the emerging distinctions between the way men and women play are not. Research has confirmed that women are more interested in communication, interaction and constructively putting things together when they play online. Men however are interested in fighting, competing and violent games that pursue goals. (Goodale, 2004:14)
Young males are still the main target market for the video gaming industry and high testosterone games still dominate the video game market. But now the industry wants to expand and find additional audiences that will increase the size of their market. The recent trends and statistics are heavily suggesting that this audience should be the female users.
Reference List
Coultier, R.( 2004) ‘Online gaming: the new social circle’, Mass High Tech [online], Vol. 22, Iss. 38. pp16. Available: [Go to Article] [Accessed 16/10/04]
Dolliver, M. (2004) ‘Who says women are averse to technology?’, Adweek [online], Vol. 45, Iss. 16. pp35. Available: [Go to Article][Accessed 16/10/04]
Goodale, G. (2004) ‘Games women play’ [Online], pg. 15 Available: [Go to Article][Accessed 7 Sep. 2004]
Oser, K.(2004) ‘Moms are unsung players in gaming world’, Advertising Age [online], Vol. 75, Iss.22. pp56-57. Available:[Go To Article] [Accessed 16/1
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3 of my guild's 7 officers (myself included) are female; as for the guild as a whole, about 12 of our 74 of our members overall. In my old guild, 6 of the 8 officers, including the leader, were female.
I've always been into video games of all sorts, I mainly played console games before GW though, as I didn't have my own computer at the time. If I did have a computer, I probably would have gotten into this style of game sooner.
I often get called "him" or something of the sort, but I don't bother to correct it unless it is a friend or an ally. Its understandable for people to assume that a person is male, seeing as the majority of the players are male, and you can't really tell a person's gender by their character, so it's really nothing to make a big deal out of.
However, this makes me think of this one interesting argument with a wammo in Kamadan who didn't understand how I could be female as I had obsidian armor, and that my brother or boyfriend must have bought it for me because females are incapable of being that good at the game. He made me laugh.
I've always been into video games of all sorts, I mainly played console games before GW though, as I didn't have my own computer at the time. If I did have a computer, I probably would have gotten into this style of game sooner.
I often get called "him" or something of the sort, but I don't bother to correct it unless it is a friend or an ally. Its understandable for people to assume that a person is male, seeing as the majority of the players are male, and you can't really tell a person's gender by their character, so it's really nothing to make a big deal out of.
However, this makes me think of this one interesting argument with a wammo in Kamadan who didn't understand how I could be female as I had obsidian armor, and that my brother or boyfriend must have bought it for me because females are incapable of being that good at the game. He made me laugh.

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Originally Posted by Satu-Wyvern
In the past it was credibly argued that men were more technologically attuned than women. Now the gender gap is narrowing and online computer games offer an example of this trend.
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female gamers like the social aspect of gaming..... games are developed for women (at least a majority aren't) .... so basically you guys playing games made for guys with some tomboy joining in from time to time..
With Sims2 (or I like to call "My Doll House Game") you do see a majority of the players being female.
Over the years there have been a vast increase in the use of the internet (probably thanks to social networks.... facebook/myspace)....
With the mmo market I think there is a larger chance for women in gaming. With girls liking the social aspect of it and guys liking the competitiveness, there is some chance to make some big bucks.
I'd like to see more girl gamers out there... lest my next GF end up like my ex and told me "you are doing Guild What?!"
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Originally Posted by mojave mango juice
I often get called "him" or something of the sort, but I don't bother to correct it unless it is a friend or an ally. Its understandable for people to assume that a person is male, seeing as the majority of the players are male, and you can't really tell a person's gender by their character, so it's really nothing to make a big deal out of.
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on a more serious note... something about me really dislikes girls in gaming that try to hide that fact that they are girls (its really not helping your case because now that person thinks you are a guy so the next time he sees another girl he will also think the same)... you'd be surprised the gameplay of gw makes it hard for younger kids to find interest in its play style. (so they go play wow and say "my lvl 70 > your lvl 68, you noob...)... so for the most part the guys in GW are quite mature.... you do have your 13-16yr old range... that does cause some problems but very few of those still play gw...
Most girl gamers ride the "omg i can use this nerd" train or the "take me in your group im a girl" lifeline.... and thats just sad.... (i say most because if they are not doing that then they are hiding the fact that they are a chick, so we never know)....
for any girl gamers reading this i just hope you guys just play normally... no need to hide the fact that your a girl and definitely no need to take advantage of it either.
EDIT: Just wanted to add one more classification of girl gamers.... "I need you" group... these are the ones that will run you dry on your gold as they try to mooch as much gold/items off of you.... sad part is you'd gladly give it and they have no shame in asking.
Yea and one more word of advice for the girl gamers in mmos..... if a guy gives you something for free.... then just take it and say thanks.... (don't say no i don't take free gifts.... that is a really insulting thing to do.... as long as you didn't as for it and he gave it, then it doesn't matter)


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