socializing developreneurs and monetizing with girls who game on cell phones
Increasing numbers show that over the last decade, there has been a significant amount of women who have joined into the gaming industry. However faulty from popular belief, it isn’t in the console gaming industry; both Apple iPhone/iPad and the Android cell phone gaming industry have been growing extensively. There are more women in cell phone mobilized games, than there are men. Statistics show that Mobile social gamers by Age and by Sex; women are on the increase in the industry. Which drops the misconception that more men play video games than women. When in fact, its the opposite.
The chart highlights that there are more men playing video games between the ages of 18-25. Although more women in the 26-34 age range. There are a couple interesting points here to note. For one, there are not enough women developing games, and two, go back an re-read point one because there are so many women playing mobile phone games. As a socialite, I’d like to pick the brain of some of these gamer girls and ask them what they’d like to see in games. I believe that’s also where this industry will have a tremendous impact: women influencing girl mobile games. Generally speaking, women think differently then men. With the introduction of this misconception [which its not], I believe that it will rival [ref. Michael Porter] the industry; an industry rival that would increase gaming with women who actually socialize with women socialites. Thereby monetizing on the idea that you’re building a game that will directly influence women and gaming.
For the recent few years, I have been increasingly interested in David Foot’s book regarding the boom, bust and the echo. The book is generally about demographics and how it did and will influence the future. And how much more efficient corporations would function, if they knew what demographics to function for. Most companies miss that; that which is: in 10 years there will be more baby-boomers than jobs not available. In retrospect, companies will not have the people with the skills to hire. But that’s besides my main point. So without getting lost, lets focus on why David Foot”s report on demographics makes an a really valid point on this blog entry. VentureBeat.com mentioned that
a majority of mobile and social gamers also appear to come from middle-class origins and make between $50,000 and $80,000 yearly, according to the report. Mobile and social gamers typically earn 50 percent more than the average
That demographic is significant because it provides us with a market for gamers. Statistics have found that currently gamers spend relatively $9 on games per month. Of the 127 million active gamers in Canada and the U.S., 56 percent play games online. Sixty-four percent of those online gamers are female, according to results of the survey, released by Nielsen Entertainment in 2006.
The report found that women social gamers were typically older than their male counterparts — as women outnumbered men in the 26 to 65 age range. Men barely outnumbered women in the 18 to 24 age range. Just about a third of all mobile and social gamers were also in that same age range — 18 to 24 — while about half of mobile and social gamers fell in the 26 to 44 age range.
In my opinion, there is an opportunity for gaming girls to enter the cell phone gaming industry and develop applications. Whether directly or indirectly, their influence on the gaming industry will monetize the Billion dollar industry and create new opportunities for games which do not exist yet. I also think that what Jason Fried said in his recent Inc.com blog post about products:
There will always free applications on the Internet, and there will always be paid applications. Nevertheless, there will also be applications that are identical to the free applications and people will pay to use them.
Why? read his article on Inc.com [here] to find out.




Looks like a fun game!