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This source is an article by IT journalist Takemino Makino exploring the "Her Game Market" in China, which refers to the growing influence and importance of female gamers. While women's direct spending on games is still smaller than men's, they are more likely to engage with related media like comics, anime, and live events, making the overall market centered around female players highly lucrative. The article discusses the shift from "Pay to Win" to "Pay to Fun" business models in mobile games as a key factor in attracting female players, who prioritize enjoying the game's world over competitive dominance. It also highlights how popular games in China are increasingly targeting women, sometimes even originating from other media types, and notes the varying preferences of female players across different age groups and lifestyles.
By Takefumi MakinoThis source is an article by IT journalist Takemino Makino exploring the "Her Game Market" in China, which refers to the growing influence and importance of female gamers. While women's direct spending on games is still smaller than men's, they are more likely to engage with related media like comics, anime, and live events, making the overall market centered around female players highly lucrative. The article discusses the shift from "Pay to Win" to "Pay to Fun" business models in mobile games as a key factor in attracting female players, who prioritize enjoying the game's world over competitive dominance. It also highlights how popular games in China are increasingly targeting women, sometimes even originating from other media types, and notes the varying preferences of female players across different age groups and lifestyles.