Gaming 3.0, Women and the Cultural Coming of Age of the Internet

 Gaming 2.0, a term coined a two years ago was about integrating community into console games. A new wave is on the horizon that may also mark a new more diverse era for the internet driven by women. Recently a survey found that  contrary to prevailing stereotypes, the average social gamer is a 43-year old woman. The how, why and bottom line of the marketplace is discussed in an article about a new game called Glitch being developed by Flickr co-founder Stewart Butterfield. Before looking at the market perspective it's worth noting that this isn't just about games. Last week, I linked to an article about Ushahidi a "game changing" project started by a Kenyan woman.

“What will happen when we get the greater ecosystem working in conjunction with Ushahidi — more of these microblogging services [such as Twitter] and mobile phone networks?,” he asks. “It becomes even more exciting when you look beyond the digital environment in the U.S. and start plugging into the social networks that are used in other parts of the world.”

“I don’t know what the the future will be,” he adds. “But I think it will be very powerful.”

Cause Shift

Indeed.

 

Butterfield hopes Glitch will “do for online gaming what the Wii did for consoles” — greatly expand the audience for a type of product that has recently sold itself short by settling all too comfortably into a niche.

For more than two decades, designers of online games ranging from the text-based multi-user dungeons (MUDs) of yore to early graphical experiments like Meridian 59, Underlight and Ultima Online imagined amazing social possibilities for online games. They pictured virtual societies run by the users, with political factions and other organizations appearing organically and giving people a way to socialize in a whole new way outside of the rigid establishment of real life.

But that dream never came true, in part because a game called EverQuest introduced a less ambitious and more restrictive model that was arguably the first to comfortably support a business. It did so by appealing narrowly to a niche of hardcore gamers with powerful gaming computers and a lot of time on their hands.

The great majority of massively multiplayer online games (MMOs for short) that have come to market since then have closely mirrored EverQuest’s example, including World of Warcraft, the 11-million player phenomenon that has dominated the genre for just over five years. If you watch the industry closely, though, you can see that the model isn’t working well for everybody, and it restricts the genre to a very small segment of users.

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There’s no doubt that there’s a vast, untapped market of would-be gamers — hundreds of millions of people who’ve never picked up an Xbox 360 controller or played World of Warcraft, but who could become absorbed in an accessible, story-driven experience. If Tiny Speck isn’t doesn’t fully exploit that massive and emerging market, someone else will.

 

As noted in the above quote, this hasn't happened overnight. Although over the past two decades books by pioneering women such as Brenda Laurel(Computers As Theatre) and Janet Murray(Hamet On The Holodeck) have been largely ignored, their voices haven't been silenced and as the advances make technology more accessible, the business case becomes compelling.

 

"Why hasn't anybody built any computer games for little girls?" Why is that? It can't just be a giant sexist conspiracy. These people aren't that smart.There's six billion dollars on the table. They would go for it if they could figure out how.

Brenda Laurel On Making Games For Girls TED Talks 1998

 

Previously on the MJ

Cultural Mesh: Open Source

Community Interaction and Culture In Virtual Worlds

 

What MMO / MMORPG Games Can Learn From Social Network Games - MMOABC

One can release a new kind of social network game and easily see how its user base grows and how the engagement metrics show that a game is popular. Within weeks, they know if the game will flop or not. The lower costs of development and release allow game designers to try whole new and risky things.

The challenge for MMORPG games is to find a way to take risks with new gameplay styles and truly unique game challenges that the best game designers can imagine. The social game viral distribution model and Games are probably not going to become more complicated in mechanics due to issues with accessibility, but instead the game complexity will come from the players themselves instead of the game design and game engine.

When game mechanics become more complex, it reduces the potential audience because they are harder to learn. We can search for more meaningful game experiences without increasing the level of gameplay complexity. The production values and graphics quality will go up, but the real power and draw of a game is from your friends and family.

... The industry is at a very exciting point now, when people are growing tired of the same old MMORPG game. Some new games are coming out with unique twists on game mechanics, but at their core, are still a basic MMO. I see a future, though, where game designers will break away from the pack, convince investors to put up a smaller amount on a new idea, and produce a hybrid MMORPG/social networking game. And I predict that it has the potential to draw in and retain a lot of new people and old veterans and become the Next Big Thing.

Inside Virtual Goods: The Future of Social Gaming 2010

2009 will be remembered as the year that casual gaming stormed social platforms and changed the way millions of people socialized with friends online. With an up-to-$400 million acquisition of Playfish by Electronic Arts, hundreds of millions of dollars in venture investments, and some of the highest engagement numbers that online entertainment has ever seen, social games are now impacting businesses across the media landscape. It's become clear that there are substantial opportunities for social game developers with virtual goods revenue models, but the market is still evolving rapidly.

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How big is the market, and where will social gaming go in 2010? How will existing players fare as Facebook shifts the social gaming landscape, and larger and more sophisticated players enter the market? Inside Virtual Goods: The Future of Social Gaming 2010 provides deeper insight into social game monetization, development, customer acquisition, and the key questions facing the space in 2010 than you'll find anywhere else.

About the Report

Inside Virtual Goods: The Future of Social Gaming 2010 gives you an inside view of the future at this critical juncture in the intersection of social networking and online games. The big picture? We estimate that the US virtual goods market will reach $1.6 billion in 2010, and that social gaming market will contribute $835 million of that total this year.