Video games have become increasingly popularly in the present day world. Research reveals that there has been a significant increase in the number of contemporary video game players. Of note, the number of female video game players has skyrocketed, an aspect deserving great thoughtfulness more so among the video games companies. For many years, video games companies have paid special attention to the video games needs of men. However, with more women developing interest in video games, video game firms have to take into consideration the video game needs of women. The article assumes that most video games companies have not fully appreciated the needs of female video game players. Accordingly, its core aim is to inform such firms the needs as well as the behavior of female video game players.
To achieve this higher goal, the empirical study involved 341 participants, of which 89 were female. The participants were subjected to a series of tests aimed at verifying the behaviors and preferences of video game players. In the end, the study established that males and females differ considerably in terms of preferences and behaviors. One notable finding was that females were more interested in social games than violent games.
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Generally, the study was conducted in a good way in consequence it is correct to conclude that all its claims are reliable. To illustrate the just stated, reflect on the finding that females were less likely to consider themselves experts in comparison to men. To support this conclusion, the researchers carried out another test in the same study to ascertain the time given to video games versus the time given to television. They found out that females spent more time on television than males. From the finding, one realizes that one of the reasons why most females do not or cannot describe themselves as experts in video games is that they do not spend much time playing video games.
One of the limitations of the study is that it made several assumptions. For example, it assumed that females selected represent the views of other women globally. In reality, this is unlikely to be the case. Secondly, the women selected were predominantly whites, in this way, it failed to capture the views of women from other races. Thirdly, most of the participants were men yet the study aimed to inform the video industry the behaviors and preferences of female players. Due to this apparent error, the study is certain to be dismissed by some video firms.
The article accentuates the need for firms to avoid making assumptions based on stereotypes. Indeed, present day firms are guilty of producing or manufacturing products that are gendered. This is more evident in the way companies employ colors on some their products. For example, there is an assumption that women are more attracted to bright colors, which is why most products targeting women have bright colors. The article implicitly suggests that holding such assumptions is certain to deter companies from recording the profits they so much long for.
The article needs few adjustments to make it convincing. First, it should ensure that both genders are equally represented in the sample size. Secondly, a study of this kind needs to have a large sample size. Lastly, there is need for further research on whether it is possible to lure more women into playing video games.