@Brodehouse said:
@mystakinI didn't mean "you can't" build a market, I mean that "you shouldn't". Because you can't own a market. There's nothing proprietary about a consumer, you can only have something they want or not. Nintendo is actually a great example, as they built a market and then had Zynga completely take the rug (and the consumers) from under them. Zynga didn't build a market, they simply sold to it. Zynga is rich as fuck and Nintendo is hemhorraging money. Even then, it's not that Nintendo CREATED a market, it's that they IDENTIFIED one. I'm not going to argue about this game or that game, I'm just saying; markets create products, not the other way around.@Brodehouse said:
@Salarn You're playing at a false causation though. You build products that speak to markets, you don't build markets with products. Because you can't own a market, you can only sell to it. I'm not saying that the potential isn't there, or that someone shouldn't try marketing a game directly to women. But it works that the women appear and then the games come, not the other way around. Like I said, consider older mediums, books. They began by men, for men. Women began reading anyways, and later began writing. Eventually, there was about women, for women. But that was after the market had women readers, not before. You can't make a product that lures people into a medium they don't give a shit about. You can make a nitrous injector marketed to women and it won't matter, unless women are already anmajor demographic in street racing. It'll happen eventually anyways. More women are playing games, more women are making them. You'll see alternatives crop up as soon as the market can support them. That's why The Devil Wears Prada opened the same day as Superman Returns (and did gangbusters).You don't build markets with products? That's exactly what the Wii and DS set out to do, and did. Women WANT to be gamers, but they're pushed away by the type of content most games contain. Here's the thing, though, I don't think most feminists want products marketed directly to women, either (I know I don't). When that happens, you get stuff like Imagine Babies or Lego Friends that play into stereotypes to sell products. Great games that feminists tout as prime examples of female roles aren't aimed at women only. Beyond Good and Evil, Portal 1 and 2, Half Life 2, these aren't products aimed at anyone except gamers. An article on the Starfire sexualization recently said it best about comic books, and it applies to games as well: "superhero comics don't even need to specifically target women as much as they need to not actively offend them."
Welcome to business. Nintendo identifies a market (I'll use your termonolgy, although arguing they identified it and didn't create it is semantics) and Zynga did it better than them and stole their consumers. That's just capitalism. The problem is, you seem to think women don't want to be gamers. "The women appear and then the games come." -- "After the market had women readers, not before" -- "You can't make a product that lures people into a medium they don't give a shit about." As I said, women WANT to game, they WANT to be a part of gaming culture. Unfortunately, most hardcore games are constant reminders to women that gaming isn't for them. No matter how much they wish it was.
Looking at your last link, there's some great points, though I wish they were cited. Still, unsubstantiated claimed like "The current face of feminism that’s less about gender equality than it is about bashing men," "The treatment of all men as potential or actual rapists, pedophiles et cetera," and "Acceptance of negative media portrayals of men, where such a portrayal would not be acceptable of a woman." really hurt his argument. As do flat out wrong statements like "Prejudices in (particularly early) education against boys and educational programs that consistently cater to stereotypically female styles of learning." (Most schools focus more on stereotypically male subjects like Math and Science instead of stereotypically female subjects like art) and "Lack of good media role models for young men." (This has more to do with how we know too much about everyone now to have real role models anymore. That said, if males don't have good role models, women don't have a chance.) There are strong points in there, but you have to pick through a lot of falsehoods and assumptions to find them.
There's problems on both sides of the coin. But saying that men are just as disadvantaged as women is so false it's laughable, especially in terms of the media (which is what we're primarily discussing).
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