6 ms·
Your viewpoint is biased. Maybe women don't buy hardcore gaming setups but in 2014 they constituted 52% of the gaming demographic.
by Kyragem 9y ago
Your viewpoint is biased. Maybe women don't buy hardcore gaming setups but in 2014 they constituted 52% of the gaming demographic.
- Wh1zz 9y agoThe definition of gaming in that study was pretty shoddy, if i remember correctly. It wasn't the type of gaming that would also get people into buying high end pcs and vr headsets.
- PostOnce 9y agoIrrelevant. If candy crush isn't selling VR headsets or expensive systems capable of playing VR games, it doesn't matter if 100% of women are playing it 24 hours a day. It's irrelevant. The only relevant thing is how do women fit into the VR market and do they constitute enough of an opportunity to divert resources from the hardcore game dev program to female biological ergonomics (i.e. addressing the motion sickness, instead of the small game library). If you want to sell another 5 million VR headsets, the sole relevant question is, what is the most effective way to achieve that? Is it 1] making more & better games or 2] making VR more female-friendly the answer is 1, apparently. Billion dollar companies spend time researching these things before pulling the trigger.