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Study: 90% Of U.S. 'Tweens' Playing Games Online, Industry Missing Opportunity
by Kris Graft [PC, Console/PC]
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August 19, 2010
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Kids are playing video games "more than ever before," notably online, as social networks, mobile and console games become more ubiquitous. But game makers might be missing out on the tween opportunity, says M2 Research.
M2's summary of its report "The Kids and Games: What Boys and Girls are Playing Today" found that 91 percent of tween (8-11) boys and 93 percent of tween girls play games online. Facebook, home of the burgeoning social game market, is also the favorite website of tween boys and teen (12-15) girls -- even though technically users have to be at least 13 to use Facebook.
"We have found kids tend to play a wide variety of games, and their favorite games and gaming sites change often," said Louise Curcio, the M2 Research analyst who led the report. "There are opportunities for companies, and we believe the kids market has been overlooked."
The report added that Nintendo is leading the portable gaming space, although Apple's iPhone and iPad are gaining share among youth, namely girls, M2 said. Sony's PSP, the firm said, continued to have a male-centric discrepancy -- 17 percent of teen girls play PSP games versus 44 percent of teen boys.
The research also found that 20 percent of girls said the Mario franchise was their favorite video game series, making it the top pick among girls. Thirty-six percent of teen boys said they prefer Call of Duty: Modern Warfare, making it that group's top pick.
Wanda Meloni, contributing author to the report, told Gamasutra in a phone call, "The data definitely shows that kids are influenced by video games, probably more than any other media, yet we did an analysis specifically for online gaming, and found that total investment in online games for kids is quite lower than what's been historically invested -- Club Penguin was pretty much half of the total investment in the kids space."
She added, "Companies have been slow to realize that this is a very strong market, and kids have a good deal of influence, and know what they want."
And with an M-rated game -- Call of Duty -- being the top pick among young boys, that datapoint could show that there is opportunity to offer that demographic more age-appropriate content. "It even really shocked us when we pulled the data for the first time, that these trends are happening," Meloni said.
[UPDATE: The original press release from M2 sourced by Gamasutra indicated that 70 percent of teen girls play PSP games -- the actual figure was 17 percent.]
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Not all violent games rank high with kids. Just ones with addictive well designed multiplayer gameplay, haha.
But they do have parents. And their parents have money. Ever see a kid bug his parents to get something she wants? If its something trivial, like $5 on the credit card for the Premium Pony Pack on some silly FB game, they're likely to oblige.
The previous paradigm, the Cinematic Games Era, has overshot the market and has fallen to bloat and excess. The average age of a PS360 gamer is an adult male in his 30's. This has opened the door for a disruptive change in the marketplace, and it makes perfect sense to me that this would happen, that younger kids and especially girls would drive the paradigm shift. It's a change of values.
I'm curious to see what role Facebook plays in the future of games. I do believe smartphones are the engine of the future. The next great videogame war will be waged by Nintendo, Apple, and Google. Technology certainly shapes these paradigm shifts, and I wouldn't be surprised if the economy is an influence, too. What role does the Great Recession play in all of this? What if America and the global economy are in deep recession for the bulk of this decade? Would this emphasize the smaller, the sleeker, the more efficient?
In the end, I think a great videogame is a great videogame. If designers can respect their audience and respect the emerging rules of the Social Games Era, there's no reason why they can't succeed. I see fields of gold from here to the horizon.
I understand your sentiment however, and at least for me personally leads to a bit of a moral dilemma. It feels somewhat wrong to me to target children to become addicted to online games, and thus difficult to embrace that with a game making passion. It also feels a bit cold and odd to call not targeting tweens as consumers a "missed opportunity".
I've never seen proof of a causal relationship between playing video games and lower performance in school.
"'There are opportunities for companies, and we believe the kids market has been overlooked.'"
But their study found that:
"Thirty-six percent of teen boys said they prefer Call of Duty: Modern Warfare, making it that group's top pick."
So it doesn't seem to me like kids are overlooked, it seems like they simply are more interested in games that are targeted at older gamers.
Now as far as younger girls and gaming sure I can see how they aren't being targeted, but females in general of all ages aren't being targeted for AAA game releases (or most releases in general save for what most would consider shovelware); I mean there are plenty of games which I think are gender neutral enough to interest both genders but no company is willing to risk making a big budget game focused on the interests of female gamers. Very few indie games seem to explicitly target female gamers as well.
I would be interested in knowing which PSP games are popular with teen girls.