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Girl Gaming Goes Mainstream: Cliches, Reality, and Community

Event SXSW Interactive 2009
Format Panel
Organizer Mike Prasad GirlGamer.com
Description Representing around 40% of gaming market, females are a high growth demographic that can't be ignored. Take a look at the changes in the female gaming scene, who they REALLY are, which companies have failed and succeeded, and what can be learned from interacting with the communities that have sprung up to represent them in the past year.
Questions
Answered
  1. Who are female gamers REALLY? (not what we though last year....)
  2. Where are they spending thier time online?
  3. Why are they so important?
  4. What are the cliches that game developers fall for, every time?
  5. What companies have seen major successes due to the female demographic?
  6. What do girl gamers want?
  7. How the industry can engage girlgamers and create feedback loops?
  8. What are issues that female gamers face?
  9. How does the industry re-inforce stereotypes?
  10. How have other changes in the industry and technology (such as the iPhone) changed the market, and in some cases made the female demographic more lucrative?
Level Intermediate
Category Video Games