I've been deliberating for a couple weeks now, and a few days ago I decided that for the final project for Business of Media, I'd like to dig into the quickly growing world of Social Gaming.
I've taken a quick look at social games in the past, as well as EA's purchase of Playfish.However, as with many emerging trends in the realm of online social activity, this is only the tip of the iceberg. Social games are doing things that traditional games have never be able to accomplish. For example, Nintendo recently bragged about how many female players it has, compared to other consoles like the Xbox or PS3.
This is all well and good, but when you look at social games, women and girls aren't just a small pink chunk on a pie chart: they dominate the field. This is a by-product of the fact that they are spending more time with social media, in general.
And while bridging the gender gap alone would is an impressive feat in the gaming industry (women have always been big gamers in the casual sphere, but rarely have they been so readily talked about), it is just one reason why social gaming is so attractive right now.
Thursday, December 3, 2009
Presentation Topic: Social Gaming
Labels:
ea,
electronic arts,
female gamers,
gender gap,
nintendo,
playfish,
social gaming,
women
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