Skip to main content

Video game industry tries to broaden its appeal

LOS ANGELES - A tough little blob must splash color over a town wallowing in gray. Bug-eyed rabbits do a dance routine. And then there's the "perfect equine farm" of wild horses for little girls to tame and train.

These video games don't sound like anything that would grab a teenage boy's attention, and that's the point. They are part of an important expansion of the video game industry as it works to pull in women, girls and other demographics and cement its place as mainstream entertainment.

A year ago at the E3 Media and Business Summit here in Los Angeles, Nintendo Co. declared that anyone can be a gamer, and that the company would break down the divide between hardcore players and those just beginning to dabble in interactive entertainment. While the divide still exists, games for people who don't fit into the stalwart category of 18-to-34-year-old men are a fast-growing segment of the $18 billion U.S. video game market.

Analyst Michael Pachter of Wedbush Morgan estimates that five years ago, up to 90 percent of gamers were the core audience of young men. Today, it's more like 60 to 70 percent.

To be sure, much of the focus in the video game industry is still on games like the upcoming "Fallout 3," set in a post-apocalyptic Washington, D.C., where players can kill the enemy in "ridiculously violent ways," as its executive producer, Todd Howard of Bethesda Softworks, put it.

But big companies like Nintendo, Microsoft Corp., Electronic Arts Inc. and Ubisoft Entertainment SA have realized the enormous growth potential of mass-market games. A quarter of Ubisoft's worldwide sales of $1.5 billion came from its "casual games" business in the most recent fiscal year — casual games often being the industry's extremely broad term for everything other than what the young male demographic wants. This was the first year the company measured casual games as a separate division, said Tony Key, senior vice president of sales and marketing.

To try to reach more girls, Ubisoft offers its "Imagine" series, which lets 6- to 14-year-old girls play fashion designer, rock star or figure skater. Ubisoft also has "Horse Riders," in which players can create a farm of wild horses.

It's unlikely to get any love from gaming blogs and reviewers, but if Ubisoft's past games for girls are any indication, it will at least make the company some money.

Game companies that have long been selling to teenage boys now want to rope in not only their sisters but also their kid brothers and parents. No company has been as successful in this as Nintendo, which has sold more than 10 million of its $250 Wii consoles in the U.S. since its late 2006 launch, despite widespread supply constraints.

Nintendo's president, Satoru Iwata, says he hopes to eventually blur the lines between games and other forms of entertainment. "We should expand the (games) business to music and movies," he said through an interpreter.

As an example, Nintendo has "Wii Music." The game turns the Wii's wireless controller and "Nunchuk" attachment into more than 60 musical instruments. Players mimic the way musicians play those instruments — and that's it, they are making music even if they don't know a thing about pitch or rhythm. It's a long way from involved games like "Halo 3," where a novice would be hard-pressed to survive more than a few minutes.

Over the past few years, Pachter said, console makers have alienated gamers as they got older. With jobs and families and new responsibilities, people who grew up with video games in the 1980s now have less time to immerse themselves in complicated first-person shooters and adventures.

"Nintendo is bringing those people back," he said.

But the trick is to figure out which specific demographics to aim for.

"To succeed you need to target your product in a more focused way," said Kathy Vrabeck, the head of EA's Casual Entertainment division, which was formed a year ago as the company realized there was gold in accessible, mass-market games. "It's a rare, rare product that appeals to any gender, demographic, age."

The exceptions might be the music simulations, including "Wii Music," Activision Inc.'s "Guitar Hero" and EA's "Rock Band." And then there's EA's "Spore."

Designed by "Sims" creator Will Wright, "Spore" gives players simple tools to design creatures of their own imagination, with no rules other than that they have a mouth.

People have uploaded 1.9 million thorny monsters, lumpy hobbits, psychedelic bugs and walking household objects that they designed to the game's Sporepedia Web site since June 17. This, Wright pointed out, is more than the known number of existing species on Earth.

The full version of "Spore," which will feature the characters that players are making now, goes on sale in September. EA hopes it will become a franchise at least as successful as the "Sims."

With "De Blob," designed by a group of college students, THQ Inc. wants to offer a game that "succeeds in a mix of accessibility and challenge" and attract both a casual and core gamer audience, said Brad Carraway, vice president of global brand management.

Anyone can pick up a Wii controller and play the game, in which the main blob character has to give a town some color. But the further you go, the more challenging it is. As players advance through levels, they have to fulfill missions such as painting buildings specific colors (which they must mix themselves) and fighting the evil I.N.K.T. Corp. honchos who have rid the town of its hues.

Attracting both novice and experienced gamers with the same title is "not an easy thing to do," said Randy Shoemaker, director of global brand management at THQ. "But we feel we nailed it with `De Blob.'"

Comments

Popular posts from this blog

Navigating the Depths: Understanding, Treating, and Preventing Pulmonary Embolism

Pulmonary embolism (PE) is a critical medical condition that demands a comprehensive exploration of its intricacies. In this blog post, we will delve into the causes, diagnostic procedures, treatment options, and preventative strategies to shed light on this often life-threatening occurrence. Unveiling the Causes of Pulmonary Embolism :  1. Deep Vein Thrombosis (DVT): PE often originates from deep vein thrombosis, where blood clots in the deep veins, typically in the legs, can break loose and travel to the lungs.  2. Surgical Procedures and Trauma: Surgery and traumatic injuries can elevate the risk of clot formation, especially during periods of immobilization in the recovery phase. 3. Lifestyle Factors: Obesity, smoking, and sedentary habits contribute to a pro-thrombotic state, increasing the likelihood of DVT and subsequent PE. 4. Genetic and Hormonal Factors: Inherited conditions affecting blood clotting, hormonal contraceptives, and pregnancy can predispose individuals to pulmona

Understanding Trans Fats and Their Impact on Heart Health: Unveiling the Science and the Indian Scenario

Trans fats have become a topic of concern in recent years due to their detrimental effects on heart health. These fats, predominantly found in processed foods, pose a significant risk to cardiovascular well-being. In this blog post, we will explore the science behind trans fats, their impact on the heart, shed light on the concerning scenario in India, and discuss common sources of trans fats in our daily diets. Additionally, we will provide practical tips on how to avoid trans fats and make informed choices for a healthier heart. Part 1: The Science Behind Trans Fats and Heart Health What are Trans Fats? Trans fats are artificially created fats formed through a process called hydrogenation. During hydrogenation, liquid vegetable oils are treated with hydrogen gas, leading to the formation of partially hydrogenated oils. These oils contain trans fatty acids, which alter the structure of the fat molecules. The Science Behind Trans Fats and Heart Health : 1. Cholesterol Imbalance : Trans

India's Vulnerability to Inflation and Currency Depreciation: Understanding the Major Drawbacks

India, like many countries, faces various challenges that can make it vulnerable to inflation and currency depreciation. Inflation erodes the purchasing power of the currency, while currency depreciation can lead to higher import prices, affecting the economy. In this blog post, we will explore some major drawbacks that leave India vulnerable to these economic issues. 1. High Dependence on Imports India imports a large quantity of crude oil, gold, and other commodities, making it susceptible to fluctuations in global prices. Any sudden increase in the price of these commodities could lead to higher fuel prices, which can then drive up transportation costs and ultimately push prices higher across the economy. In addition, the cost of gold imports can affect the current account deficit and the value of the Rupee. Example: In 2018, global oil prices increased significantly, leading to higher fuel prices in India. This impacted inflation and the value of the Rupee as India is heavily depen

Intel 2Q profit jump reflects healthy PC demand

SAN FRANCISCO - Worried that the ailing U.S. economy has spilled abroad and hurt global PC sales, investors had subdued expectations for Intel Corp. in the second quarter. Intel is the world's largest computer chip maker, and its fortunes rise and fall with swings in PC demand. The Santa Clara-based company responded Tuesday with a 25 percent jump in profit and record sales in the quarter, fueled by strong sales of processors for laptop computers. The results easily beat analysts' expectations and reassured Wall Street that Intel is weathering the dreary domestic economy thanks to its broad international reach, a robust product lineup, and a manufacturing advantage over smaller rival Advanced Micro Devices Inc. that lowers Intel's cost of making chips. Intel Chief Executive Officer Paul Otellini said demand for Intel's chips remains strong "in all segments and all parts of the globe." Three-quarters of Intel's business is outside the U.S. Intel shares rose

Gigabyte Launches EP45 Mobo Range

Gigbyte has announced the launch of the EP45-Extreme series of motherboards that target the extreme overclocking segment of the motherboard market. The series currently consists of the GA-EP45T-EXTREME for DDR3 users and the GA-EP45-EXTREME for those who still prefer using DDR2 memory; both motherboards are based on Intel’s latest P45 Express chipset. Designed for extreme overclocking performance, the EP45-EXTREME series of motherboards supports Intel multi-core processors up to FSB 1600MHz, including the latest Intel 45nm processors. Other high bandwidth features include support for ATI CrossFireX Technology with 2 PCI Express 2.0 x 8 interfaces and dual LAN with teaming functionality for ultra bandwidth for gaming servers. The motherboards utilize Gigabyte’s unique Hybrid Silent-Pipe slot cooling system . This utilizes the natural convection of air inside and outside the chassis to cool down the North Bridge, South Bridge and CPU MOSFETs without the use of a fan. The Gigabyte H

Japan's Work Culture: A Comprehensive Examination

Japan's work culture is often lauded for its dedication, efficiency, and unwavering commitment to productivity. However, beneath this veneer of unwavering diligence lies a darker reality – a culture that has normalized overwork, perpetuated a pressure to conform, and left little room for personal well-being. The prevalence of karoshi, or death from overwork, is a stark testament to the detrimental effects of Japan's work culture. An estimated 10,000 people succumb to karoshi each year, highlighting the alarming consequences of excessive work hours and the relentless pursuit of productivity. Zangyo, or overtime, is deeply ingrained in the fabric of Japan's work culture. Employees are often expected to work long hours, often extending beyond their official working hours. This relentless pursuit of productivity comes at a heavy price, leading to burnout, a state of emotional, physical, and mental exhaustion. The pressure to conform in Japanese society extends to the workplace,