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Just 1 in 3 top selling video games of the last 16 years allow users to play as a female character

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Just 1 in 3 top selling video games of the last 16 years allow users to play as a female character
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  • The team at www.Cardschat.com have done extensive research into female representation in video games over the last 16 years, with a particular focus on the main characters that gamers can play as
  • FIFA, Grand Theft Auto, Mario Kart, Just Dance and The Sims are among the games that featured in the analysis
  • Data reveals that just over a third of the top selling video games released in the past 16 years allow users to play as a female character (35.26%)
  • The game developer that has released the highest amount of video games allowing the main character to be female was found to be Nintendo

The team at Cardschat analysed a total of 160 video games – the top 10 grossing games per year from 2005 to 2021 – finding that only 35.26% of the top selling console games allow the gamer to play as a female character.

It was found that just a tenth (10%) of the top selling games released in 2005 allow gamers to play as a female character, compared to 90% of the top selling games in 2020 – every top grossing game, apart from Rockstar’s Grand Theft Auto V, allow female main playable characters.

The findings for each year were revealed to be:

  • 2007 – 40% (of top grossing video games allowed playable female characters)
  • 2008 – 40%
  • 2009 – 50%
  • 2010 – 30%
  • 2011 – 30%
  • 2012 – 20%
  • 2013 – 20%
  • 2014 – 10%
  • 2015 – 40%
  • 2016 – 20%
  • 2017 – 40%
  • 2018 – 20%
  • 2019 – 60%
  • 2020 – 90%

The data also delved into the most female-friendly game development companies, finding that Nintendo is the most female-friendly developer when it comes to allowing female playable characters in their games. 22.8% of the top grossing games with female characters have been developed by Nintendo over the last 16 years, with games such as Animal Crossing: New Horizons and the Mario Kart series. In second place was Ubisoft (15.79%), with games such as the Just Dance series and Assassins Creed: Valhalla. Activision and EA came in joint third place, having developed 14.03% of the top grossing games with playable female characters.

The team also determined the best and worst times to release a video game, based upon analysing the months that top grossing games year-on-year have been released; November was found to be the best time of the year to launch a new game, with 29.3% of top grossing games being launched in this month, whilst July was the only month of the year which has not seen a top grossing game launched.

Debi O’Neil, spokesperson for Cardschat, commented on the findings:”It’s very interesting to see how the rise of the female character in gaming has changed over the last 16 years. The fact that 2020 was found to have the most female-centred games is unsurprising, especially given the increase in the number of female gamers and consequently the growth in the market. Going forwards, I would expect most, if not all games to include female lead characters for this reason.

“November is the optimum time of the year to buy Christmas gifts, so this could be the main reason behind games being launched so late in the year.”

Gaming

Anzu Partners With Microsoft To Use the Power of Microsoft Azure to Enhance its Commitment to Clients

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Anzu Partners With Microsoft To Use the Power of Microsoft Azure to Enhance its Commitment to Clients
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Anzu.io, one of the most advanced in-game advertising platforms, today announced the expansion of its global business, technology, and services collaboration with Microsoft, through a multi-year Microsoft Azure engagement and the availability of its SaaS in-game advertising solution in the Microsoft Azure Marketplace, an online store providing applications and services for use on Azure. This follows the addition of Anzu to Microsoft’s highway to a 100 Unicorns, an entrepreneurship focused on working with tech startups with a high potential of becoming truly global enterprises in the future.

The move means games developers and advertisers using Anzu’s solution can now take advantage of the productive and trusted Azure cloud platform with streamlined deployment and management.

Anzu is among the world’s most advanced in-game advertising solutions. Operating across mobile, PC, console, and Roblox, Anzu helps leading game developers including Ubisoft, Saber Interactive, MyGames, and Amanotes, monetize their titles with non-disruptive ad placements that open up new, additional, and reliable revenue streams, complement the gameplay and work alongside other monetization models.

Global advertisers including PepsiCo, Samsung, Vodafone, and American Eagle also use Anzu’s tech to communicate with a hard-to-reach, highly engaged audience via blended in-game banner and video ads that appear on 3D objects like roadside billboards, stadium banners, and the sides of buildings, mirroring ads you find in the real world.

With Azure’s robust and advanced technology and capabilities, Anzu expects to continue to attract more developers as they wake up to the enormous opportunity that in-game advertising presents them with.

It will also help increase Anzu’s global reach to advertisers among the enterprise brands that Microsoft works with (95% of Fortune 500 companies use Azure). With over 3.2 billion gamers worldwide and growing, advertisers are increasingly looking to Anzu’s in-game advertising solution to reach their customers in an environment where they are spending more and more time.

Anzu’s Co-Founder and CPO, Ben Fenster, said: “The move to Microsoft Azure will help us continue to fulfill our promise of providing our clients with the highest standards and the most advanced solution in the market. It will also help our clients to feel assured that their data is safe and highly protected, thanks to Azure’s robust technology platform.”

Microsoft’s Director of Business Development, Unicorns, Alejandro Kozin, said: “Anzu’s inclusion in the Highway to a 100 Unicorns initiative demonstrates Microsoft’s belief and support in Anzu’s mission to transform in-game advertising for the better. The Azure platform is the perfect partner to accompany Anzu on this journey. Its infrastructure, support, and services will be instrumental in helping Anzu continue to offer its advanced solution to more and more advertisers and games publishers worldwide.”

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Compliance Updates

Portuguese Regulator Approves Crash Games

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Portugal’s regulator has approved a draft regulation that will allow crash games to be played in the country.

Portugal’s Gaming Regulation and Inspection Service (SRIJ) announced the approval on May 19. It took effect on May 20, with the country’s Legal Regime for Online Gaming and Betting amended to include crash games in the legislation.

Crash games are house-banked games that allow players to play against the operator. They are based on a multiplier, which increases from 1 throughout the game to a maximum of 100.

Players aim to withdraw their bet before the game ends, receiving their initial stake times the multiplier if they do so. If they fail to do so, they lose their stake.

The legislation states that the multiplier will go from 1x to 100x. Additionally, the return to player cannot be less than 80%.

Licensed operators in the country may now apply for permission to offer the games.

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Gaming

GUCCI AND FACEIT PRESENT GUCCI GAMING ACADEMY, DESIGNED TO EMPOWER THE NEXT GENERATION OF ESPORTS TALENT

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GUCCI AND FACEIT PRESENT GUCCI GAMING ACADEMY, DESIGNED TO EMPOWER THE NEXT GENERATION OF ESPORTS TALENT
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The World Health Organization (WHO) to provide expertise and support on health topics

Gucci and FACEIT have joined forces to debut the Gucci Gaming Academy, the first initiative of its kind created by a luxury fashion brand, envisioned to empower young esports talents, while creating a healthier playing and competition environment. The development program has been designed to provide support and enhance soft skills – through dedicated coaching sessions and teamworking activities – and help the next generation of esports talent to navigate the increasing amount of mental and physical issues coming from the pressure of in-game performance and online scrutiny.

The Gucci Gaming Academy is kicking off with four CS:GO players who are already competing in the FACEIT Pro League (FPL),  a competitive, moderated online league which has proven the springboard for the careers of some of esports’ most decorated pro players, with the intention of growing this number over time. Candidate selection will not only be based on in-game performance, but also on interviews to assess applicants’ personal values and soft skills, including their aptitude for teamwork and approach to conflict resolution. Players will be part of the Academy for up to one year, or until they are signed to a team, thus turning professional.

The Gucci Gaming Academy is filling a much-needed role in the future of the esports talent pipeline, facilitating the shift from amateur to pro in a similar vein to the academy programs seen in traditional sport.

Nicolas Oudinot, EVP New Business and Gucci VAULT CEO said “Gucci is at the forefront of the luxury industry’s foray into the world of gaming and as part of our mission to build meaningful relationships with communities in a genuinely authentic way, we are dedicated to supporting the up-and-coming generations of players to help manage the challenges they may face as a result of participating in esports. Understanding the issues that are relevant to them and learning about these from the people they affect are at the core of this collaboration.”

We are proud to announce the launch of the Gucci Gaming Academy. Together, we identified a need to create a new initiative that would aid the development of new talent. The Academy will offer a clear path to pro structure connecting the dots between the FACEIT Pro League, education and well-being,” commented Co-Founder & CBO of FACEIT, Michele Attisani. “The physical and mental demands on players looking to compete at a professional level are high. Players have rigorous training schedules, compete in high-pressure tournaments and immense pressure from fans, so it’s important that new talent entering the space are equipped with the right support structure at an early stage in their development. Supporting and empowering young esports talent is at the core of FACEIT’s values and through our shared vision with Gucci, we hope the Academy helps equip the role models of tomorrow.”

The program comprises group and individual activities to improve the esports athletes’ skills, within and outside the spheres of their respective game titles, as well as additional benefits, such as:

  • Group sessions facilitated by psychologists who specialise in esports from Mindwork; topics include “Performance under stress”, “How to deal with the spotlight”, “Teamwork” and more
  • Individual sessions with specialised psychologists who will provide support for players as they pursue their competitive journeys
  • Digital training plans designed specifically for each player, supplied via the Gucci Education platform
  • Participation in community-driven experiences coordinated through the Gucci Changemakers Volunteering program
  • Access through FACEIT to professional coaches who will provide training for improving in-game performance and offer practical strategies for how to compete professionally while maintaining a healthy mindset
  • Virtual educational sessions teaching the basics of player contracts and personal branding.
  • Top-of-the-line gaming PCs and monitors for optimal performance and personalised selection of computer electronic peripherals from Logitech G for high-level gameplay and to facilitate learning
  • Access to the vast Gucci and FACEIT esports network for the players’ entire careers

Representing the values of the Gucci Gaming Academy are the ambassadors, commentator James Bardolph, Counter-Strike legend Christopher “GeT_RiGhT” Alesund and trailblazer for women in esports Stephanie “missharvey” Harvey. The ambassadors will also act as mentors to the academy players, having 1-on-1 mentorship sessions with each talent monthly.

Gucci Gaming Academy has been designed by Gucci and FACEIT alongside some of the world’s leading mental and physical health organizations and legal minds to ensure every element of the curriculum has been informed by experts.

Significantly, as part of the program, Gucci and FACEIT will also work with the World Health Organization to find ways to support all gamers involved to improve their gameplay while prioritising health and safety. This includes mental and physical health, fighting misinformation online, among other essential topics.

“We welcome efforts by Gucci and FACEIT to encourage their large online communities to take the necessary steps for better health and well-being,” said Andy Pattison, Team Lead of Digital Channels at the World Health Organization. “We need to continue to reach people with lifesaving health messages where they are, in the palms of their hands.”

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