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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.”

Bitcoin

Bitcoin Miner celebrates two years of hugely successful collaboration with ZBD

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Bitcoin Miner, the world’s number one Bitcoin game, is celebrating two years of its collaboration with ZBD, a leading fintech company powering digital economies for gamers and developers. Since the partnership began, Bitcoin Miner has gone from a forgotten title with no players to becoming one of the largest play-and-earn games ever, with over 2 million lifetime users.

ZBD’s Lightning-powered payments technology enables developers to inject instant rewards into their games to boost retention and community engagement. Fumb Games, the studio behind Bitcoin Miner, partnered with ZBD in March 2022 to help revive its flagship title, enabling it to reward players with fragments of Bitcoin for playing the game as normal. From the outset, the integration of ZBD’s tech had a marked impact, leading to a 12x boost in 30-day retention. Two years on, Bitcoin Miner is achieving 40,000 daily active users, making it the biggest Bitcoin game by user count.

Besides the retention benefit of rewards, which leads to player retention that exceeds 6 months, the success of Bitcoin Miner has also been fueled by community-based features such as regular live events. The majority of Bitcoin Miner players are US-based millennial males who enjoy engaging with gaming communities, with weekly events leading to a 20% increase in revenue. As well as its own community of engaged players, Bitcoin Miner benefits from the ZBD app user base of more than a million gamers.

Paul West, Founder of Fumb Games, said “Bitcoin Miner has proven that US players love games that are fun, snackable and rewarding. The  game is not only sustainable, but has soared to new heights since the partnership with ZBD. It’s no surprise that I’m very excited for the future of bitcoin and player-friendly rewarded games.”

Ben Cousens, Chief Strategy Officer at ZBD, said “The two-year collaboration with Paul and Fumb Games on Bitcoin Miner has been a quintessential success story for what we’re building at ZBD. It proves the value in offering rewards for gamers and the success of ZBD’s rewards and payments tech at making it possible at speed and scale. We will no doubt see further impressive numbers for Bitcoin Miner that cement its status as world’s number one Bitcoin game, and we also look forward to extending the potential benefits of Bitcoin rewards to more developers.”

In November 2023, Fumb Games also integrated ZBD’s technology in its idle tycoon RPG SpaceY. ZBD works with more than 100 game developers worldwide, including major brands such as Square Enix, and is also used by innovative adtech companies like Slice and AdInMo.

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Gaming

UK Gaming Charity SpecialEffect to Receive Special Award at 20th BAFTA Games Awards

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BAFTA has announced that UK gaming charity SpecialEffect, will receive the prestigious Special Award at the 20th BAFTA Games Awards. The award, which recognises outstanding contributions to games, film and television, is one of the highest accolades bestowed by BAFTA. Dr Mick Donegan MBE, founder and CEO of SpecialEffect, will pick up the Special Award at the annual BAFTA Games Awards ceremony on Thursday 11 April.

In 2007, Mick Donegan founded SpecialEffect to help people with even the most severe physical challenges to access video games. The organisation uses specialised technology to enhance access to video games and creative self-expression for people with a wide range of Disabilities.

SpecialEffect’s success began as a result of the collaboration between Mick, a specialist in assistive technology and his son Bill, a keen gamer with a background in product design. Since its creation, the charity has grown to thirty employees, raising all their own funds, and has provided specialist one-to-one assessments and support to severely disabled people throughout the UK and beyond.

Dr Mick Donegan MBE, SpecialEffect founder and CEO, said: “With a background in special education, I realised how much people with severe physical disabilities were missing out by not being able to play. I started SpecialEffect not only to help individuals to play video games but also to collaborate with the games industry to make their games more accessible ‘at source’. Since then, we have been privileged to be invited to share our ideas with more and more developers all over the world. Now, 17 years since SpecialEffect began, it’s an absolute honour for SpecialEffect’s work to be recognised by BAFTA.”

Emma Baehr, BAFTA executive director of awards and content, said: “SpecialEffect’s work is essential to the games world and is hugely deserving of a BAFTA Special Award. Their innovative and supportive approach to making games accessible drives progress within the industry, collaborating with developers and studios on new technologies to make games within reach to more people. We look forward to honouring their contribution to games at the ceremony on Thursday 11 April.”

Throughout the years, SpecialEffect has been involved in collaborating with Xbox, Sony and Logitech, to help design accessible controllers and a switch kit, enabling thousands more severely disabled players to access their games using a wide range of control devices. They have also worked with games studios and developers to help make their games more accessible. The organisation also developed EyeMine, a freely downloadable gaze-controlled interface to enable players to enjoy Minecraft through gaze-control alone.

Later this year will see the rollout of their EyeGaze Games (currently available on PC only) onto Android and iOS, games designed to be fully accessible for people with physical disabilities, whether they use gaze control, joysticks, switches or gamepads.

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Gaming

The Rocket League Championship Series Major 2 Heads Back to Copper Box Arena in London This June

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The Rocket League Championship Series (RLCS) returns to Copper Box Arena in London, UK for the second Major of 2024 from June 20-23.

Copper Box Arena hosted a sold out RLCS Spring Major in 2022 and saw Team Vitality defeat Team BDS in the final. The venue will again play host to the world’s best Rocket League players as they compete for the second trophy of 2024, a chance to win the lion’s share of a $255,000 in total prize pool winnings and earn additional RLCS points to secure a spot in the Rocket League World Championship in September.

The RLCS Major 2 will be broadcast on Twitch and YouTube from June 20-21, and welcome a live audience in the Copper Box Arena for the weekend competition on June 22-23. Tickets go on general sale beginning at 10:00 AM GMT on Friday, March 29, and the direct link to purchase tickets can be found on the Rocket League esports social accounts. There are three presale windows for O2 Priority customers, Live Nation users and Ticketmaster users.

BLAST and Rocket League esports have teamed up with Live Nation, one of the world’s largest live entertainment companies to help support and promote the RLCS Major 2 coming to London in June 2024.

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