HOW TO PICK UP WOMEN: LIMELIFE'S KRISTIN MCDONNELL ON FEMALE GAMERS

blondiizzle

New member
By Frank Cifaldi - Gamasutra - January 20, 2006​

Kristin McDonnell is the CEO of LimeLife Inc., the Menlo Park, California-based developer and publisher of mobile content geared specifically toward females. The firm received Series A financing of $5 million from Rustic Canyon Partners, U.S. Venture Partners, i-Hatch Ventures, and Monitor Ventures in August 2005, and has so far released two games: Girls' Night Out Solitaire and Word Heaven.

In addition, LimeLife has grand plans for the future, including a promotional tie-in with makeup brand CoverGirl. Gamasutra sat down with McDonnell to hear about LimeLife's plans for 2006 and to find out what, exactly, draws women to gaming.


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LimeLife's Girls' Night Out Solitaire​



Differing Demographics


LimeLife's current line-up is broad in its appeal, though later titles, says McDonnell, will be more targeted towards a specific age group. "Girls' Night Out Solitaire is out there on Sprint and Cingular, and that is more of a 15-40 year old type of game that appeals to a pretty broad demographic. Word Heaven, which is coming out in February, is even broader, although we don't intend to go this broad. My six-year-old daughter loves it, and I could imagine an 86-year-old woman loving it. Later this year, we'll be coming out with games that are more oriented to 15 to early 20s, probably like 15-25. It just depends upon the game, and the gameplay…if we're working with a major brand or celebrity, what audience does that brand or celebrity appeal to?"

McDonnell continued: "But if you look at the female gameplay preferences, they are very consistent across ages. So, women who play games, if they're kids or even in their 40s, they like to have short play sessions, especially in mobile. They like frequent rewards, they like learning modes, they like to be able to interact socially, they like to be able to customize the experience. And so those types of gameplay benchmarks are really consistent across the ages, and it's really kind of the game mechanic that you might put on top of it."

"Our product development team comes out of PC development software," continued the CEO. "The design team had four number one hits in the female demographic before coming on to LimeLife. So they're very familiar with female play mechanics. They also come out of online gaming." A number of LimeLife employees, including McDonnell herself, were involved in Sierra Online's ImagiNation Network, often considered the first online casual games network (the service was in beta testing as early as 1989). "And it was an over 50% female audience," she said. "So we knew from those experiences. It was a lot from our own personal experience that we knew the female play patterns that were successful, as well as doing a lot of research on our demographic."



Attracting Younger Ages


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Word Heaven​


But what draws in the youngest of the female demographic? McDonnell comments: "Typically, women in general like puzzle, card, and word games. When you go younger you might go into more puzzle and word, and college more oriented toward card games – especially casino-type. But there are pretty universal play patterns and mechanics that women like, it's more the branding that varies. You may have noticed on Pogo, there are a lot of games in what I call the 'Raiders of the Lost Ark' theme."

"I think it appeals to maybe the cruise line crowd? It's a lot of archaeological ruins, I don't get it. I think that appeals to an older demographic, whereas dating, hanging out with girls, make-up and clothes and fashion are more appealing to that younger demographic. And celebrities are huge, pretty much regardless of age, but especially in the younger demographic."



Other Female-Centric Publishers?

LimeLife is, of course, not the first software publisher dedicated specifically to the female demographic. Her Interactive, for example, makes a lucrative business out of adventure games based on the Nancy Drew license. Another publisher, Purple Moon, was formed in 1996, was even backed by Microsoft co-founder Paul Allen. That company published a number of CD-ROM based titles for the PC, but their original IP, a feisty young girl named Rockett, failed to compete against the likes of Mattel and its Barbie franchise. Is LimeLife avoiding Purple Moon's mistakes?

"I think PC software on CDs around that time was difficult in general," said McDonnell. "I think that the distribution channel was typically a channel that females were not visiting, and so it wasn't something that a lot of girls thought of doing, and neither were moms. And I think that – and this is just kind of my recollection of the timing – it was before a lot of the educational software that was pretty successful. So if you think of things that our co-founders were in – Barbie, Dora – and those were extremely successful at retail because the market had matured to that point, and women's relationship with the PC had evolved to where buying CD-ROM wasn't foreign to them."

"Also, [Purple Moon] tried to create their own character rather than taking one that females knew from another medium, so it was just kind of a double whammy of getting people to go to a retail channel they're not used to for media they're not used to for a brand they're not used to. I think we're overcoming these hurdles, in that 60 million women have phones capable of downloading and playing applications. We are educating them on how to download stuff, so we know the market is still small, but that's kind of the hurdle we face is educating them. And we are working with play patterns and brands familiar to women."

That education process, McDonnell says, comes in the form of a press tour this year. "We're basically going to all the places that we know women are already reading and visiting on the web, the brands that they're already consuming, we're doing a retail promotion with a major brand that women buy all the time. We're putting all those points where women are already touching those media properties, and putting the message out that there's content for them on the mobile phone."



On Virtual Girlfriends

Research shows that women gamers heavily favor social interaction and cooperation to competitive gameplay. However, a number of factors – bandwidth, and user interaction, to name two – make community play difficult on cell phones. LimeLife's middle ground solution lies in Girls' Night Out Solitaire's Virtual Girlfriends.


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"The Virtual Girlfriends are within the game itself, they're not other players," said McDonnell. "So there's a whole host of girlfriends who, depending upon which moves you make, will pop up and make witty or sweet or sarcastic remarks, depending on their personality. And you can rename them to have names of real-life friends. So it feels social, which is something that women really like, even though it's really just an AI with these 'girlfriends.' And then at the end of the game you can play truth or dare, and that's something where we do encourage that you interact with real friends."

Online communities are, however, in the pipeline. "There are many more community tools coming in titles later this year," said McDonnell. "Almost all of them have game lobby integration, so there is that posting of scores factor. There's sharing that can go on, refer a friend, all those types of things that are more characteristic of community. So it's less of the multiplayer head-to-head, which is especially difficult in mobile."



Visually Compelling Shades For Women

LimeLife's research shows that women like: "Visually compelling environments, geared toward a female audience." We asked McDonnell to clarify.

"Not using a lot of brown, black, sand," she said. "There's a health club in Palo Alto catered toward women, and you can tell when you walk in – with its shapes, curves rounded edges – it just very much feels like 'this is a chick workout place.' There's just certain colors and shapes women respond to, upbeat kind of themes, also icons and characters oriented toward things women like. There was a study out of Scotland that said women liked curved, soft colors, and men liked hard straight lines. They like blacks and reds, and deep greens, but women go more toward nice blues and softer colors. There is just a different orientation toward visuals that women like to have a certain way."

"So if you look at a lot of card games on mobile, a lot have that four-screen background. Cards are normal suits, very little is playful, and it's all kind of serious feeling. Girls' Night Out has lots of blues and purples and upbeat kind of colors, and card suits are customizable, so you can put on purses and shoes and martini glasses, so it's really upbeat and fun. It's a 'Hey, this is like a fun girls' night out on the town' type of application."

And this gravitation toward different visual stimuli happens early in age. "If you think of how Barbie looks versus Power Rangers, it's a very different visual effect," continued McDonnell. "At a very early age, the two genders gravitate toward different visual elements and settings and…I don't know why. I have three little kids, and it's so strange to see even at two, the difference in how they gravitate toward different environments and play patterns. There's nothing overt to make them feel that way, it's just in the genes."


Conclusion

And finally, we asked McDonnell to tell the rest of the industry how to bring more women into gaming. "Bring a lot more female designers into the industry," she said. "It would be extremely difficult for me to make Doom, and for our designers to do something like that would be difficult. There are so many nuances to the creative endeavor and creating games that would make it appealing to a male versus a female, but there just needs to be a lot more females creating the designs that females would enjoy."
 
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blondiizzle

New member
My question to the Gamer Girlz out there: How does this article make you feel about the view of marketing departments on our particular demographic?

It bothers me, as an older, but not parental, female, member of the gaming community in general, that marketing teams sit and analyze me as a demographic as someone who has "outgrown" Barbie, but is not old enough to deal with Dora the Explorer (I will admit that I love my neice, and I help her play games on a website for her stuffed animal, a "Webkin.") Yes, every once in a while I will get on UNO with my friends. I play stupid arcade games with the best of them! Why? Because I love blood and gore, but every once in a while I want to chill out and play a card game. Not because I'm a girl.

I know many girls who rock out with Gears, Shadowrun, Halo 3, CounterStrike, World of Warcraft. How many different ways have these girls been discounted by male members of the gaming community? Two nights ago I was disrespected by some nub on Shadowrun, who attacked, not my gameplay, but my real-life appearance, of which he had no basis of knowledge to speak upon. Who cares what I look like? The fact is I can kick his *** in almost any game. Female gamers have a reputation for playing "at best" RPGs. Yet there are so many girls out there that play FPSs, and do not voice that they are female specifically because of the reaction that I received two days ago.

Thoughts?
 

XGC HYLANDER XC

Administrator
Ok, so I am not a girl nor an XGG member but, I have to say first, the title of this news article will probably get all XG guy members to read it. That is a good thing.
Second, it sux how the larger percentage of guy gamers act from A to Z. Especially when there are girl gamers involved.

Personally, I have always enjoyed going into a matchmaking game with girls on my team. Especially the ones we have in Xiled Gaming as most of them rock on all games. It makes it even sweeter when we proceed to kicking the a$$ of the idiot trash talking guys on the other team.

In the world of the Championship Gaming Series (thecgs.com) the top gamer is in fact a girl. I can't recall her name right now but she destroys people on Dead or Alive which is one of the premier games the CGS plays in.

When all said and done, I say that the XGG should simply ignore the BS, practice hard and own the heck out of their opponents regardless if they are guys or girls!
 

SYN Jerriel

New member
Hylander i agree with what you said first. but i thought at first that some Guy posted this but when i came here it was blondii and i was a little comfused. i read mostly all of it and wonder why some one would make a book like this.(not sure if it is or is not one).

Also i am going to go with what Hylander is saying. I have Enjoyed playing with our Gamer Girls in H3 and Gh3,(thats all the games i have). We all play fair and always have each others backs.

As a last note simply ignore the BS.
 

Nv Heather vR

New member
Yeah, I'm with Blondii. Sure I like to play Uno or something similar when I want a break from something. But, I don't play because I'm a girl either. Honestly my favorite games to play are H3, RB6V, and of course Guitar Hero.

I was with Blondii that night they attacked us. Its ridiculous what guys will say just because your a girl. Honestly I'm not great and I could care less if they attacked my game play or my appearance....they don't know me at all. But the last time I checked whether your a girl or a guy the bottom line is we're still gamers.
 

blondiizzle

New member
Ok, so I am not a girl nor an XGG member but, I have to say first, the title of this news article will probably get all XG guy members to read it. That is a good thing.
Second, it sux how the larger percentage of guy gamers act from A to Z. Especially when there are girl gamers involved.

....

When all said and done, I say that the XGG should simply ignore the BS, practice hard and own the heck out of their opponents regardless if they are guys or girls!

Yes, Hylander, I thought the title might grab some people's attention - it's actually what attracted my attention - lol!

Someone's myspace blog recently covered some issues she was having with gamers and mistreatment recently, and I do have to say, after reading it I feel like I've been living under a rock for the past year - I forget how many neanderthals there are out there in matchmaking who haven't made it past the Tarzan and Jane mentality. Since getting my 360 last November I have only had one instance where I had to report one inappropriate communication (let's just put it this way - some guy with their webcam sent me a pic I didn't want.)

It's one of the great things about XG - I go in with a team of people that I am comfortable with, and I guess maybe I just sort of ignore or forget about anything that the other team says. I don't have to worry about half the people in the game, because they all know and respect me as a gamer.


Hylander i agree with what you said first. but i thought at first that some Guy posted this but when i came here it was blondii and i was a little comfused. i read mostly all of it and wonder why some one would make a book like this.(not sure if it is or is not one).

Actually, a guy did write this article. (Am I surprised? Not really...)


I was with Blondii that night they attacked us. Its ridiculous what guys will say just because your a girl. Honestly I'm not great and I could care less if they attacked my game play or my appearance....they don't know me at all. But the last time I checked whether your a girl or a guy the bottom line is we're still gamers.

Amen.
 
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