This document summarizes key findings from a presentation on diversity and growth opportunities in the global games market. It finds that the market is growing at 6.7% annually and that mobile devices like smartphones and tablets are driving growth, especially among women, families and children. While the gaming industry has more diversity than in the past, women still only comprise 15% of the workforce and there are opportunities to better market games to female consumers. The document concludes that as games reach more diverse demographics and regions, diversity will be critical for industry success going forward.
9. Kids and Games
9
Kids are quickly adopting mobile devices as a preferred
game platform.
TABLETS:
• 79% - play on an iPad
MOBILE PHONES:
• 64% - kids have mobile phones
• Girls are playing more on mobile devices than boys
• Kids are engaging with multiple screens simultaneously
• Not just at the PC, but on the living room couch as well
• Mobile devices are changing the way kids engage with their games
Source: M2 Research, KidSay
1. Kids influence over 75% of video game purchases
2. Over 93% say they play games online
10. Women in Games – Comparison with Film
10
Sources: Celluloid Ceiling, Game Developer Magazine
0%
5%
10%
15%
20%
25%
Women in the Film Industry
0%
5%
10%
15%
20%
25%
Women in the Games Industry
11. Women in the Industry
11
Diversity Survey –
While the average wage for both men and women $50-$75K, overall women had a
higher education.
Women:
• 37% have undergraduate degree
• 49% post graduate degrees
• 5% PhD
Men:
• 46.9% have undergraduate degree
• 37.6% post graduate degrees
• 3% PhD
Source: M2 Research
As an industry –
1. Women currently comprise less than 15% of game development
2. More opportunity to market and support them as consumers
12. 12
Diversity of Platforms
• Number of screen options has doubled.
Diversity of Regions
• Global market is important but regions are still unique.
Diversity of Consumers
• Consumers are more diverse – no longer a one size fits all market.
Diversity of Content
• New genres, new peripherals, educational, games for good, corporate,training, engagement/loyalty.
Diversity of Studios
• Studios will succeed when development and management teams have diversity.
Diversity Critical to Success
1
2
3
4
5
13. Games now reach more people regardless of age, demographics or geography
Games are Universal
14. Women’s Luncheon – Casual Connect Panel
14
Panelist Title Company Twitter
Michelle Leyden-Li Senior Director of
Marketing
Qualcomm @snapdragon
Erin Glenn CFO Kixeye @leeeringlenn
@kixeye
Brenda Gershkovitch CEO Silicon Sisters @bren67
@siliconsisters
Asra Rasheed Co-Founder Reading Rainbow
RRKids
@asrarasheed
@readingrainbow
Wanda Meloni Founder, Senior
Analyst
M2 Research @wandameloni
@m2research
Please email me for a copy of this slide deck: wanda@m2research.com
Notes de l'éditeur
* M2 Research estimates kids influence 75% of game purchases* 84% bought their phones new* Girls – at least 43% play on mobile devices
In Films:Women are most likely to work in the documentary, drama, and animated film genres. They are least likely to work in the action, horror and sci-fi genres.FilmWomenMenDirectors9%91%Writers15%85%Exec. Producers17%83%Producers25%75%Editors20%80%Cinematographers2%98%GamesWomenMenDesigners11%89%Artists/Animators16%84%Business/Legal18%82%Producers23%77%Audio Developers4%94%QA Testers7%93%Programmers4%96%