Home » Entertainment » Gaming, a field of gender-free entertainment – Technocio – Tech Trends

Gaming, a field of gender-free entertainment – Technocio – Tech Trends

At the end of 2022 it was discovered that 51% of “mobile gamers” in Latin America are women.

Year 2023. Like every day, after a hard day of work or studies, you enter the network to play an online game. You will undoubtedly come across “Random-15”, “Princess Knight”, “Choco-moon” and “Cosmic Lizard” to start your session. For hours you can be enjoying adventures assembling worlds with cubes or fighting magical dragons alongside fairies, gnomes and goblins. Undoubtedly, you spend memorable moments next to your companions regardless of the distance, since one is in Japan, another in Argentina, one more in the United States and only the last one is in Mexico, although in another city.

At first glance, whoever has the opportunity to see your adventure companions on the net would say “What strange names your friends have.” To which you might reply: “Random-15” and “Choco-moon” are girls.

Indeed, unlike a few years ago, today there is a universe of gamer girls who already compete and play alongside many male gamers, thanks to the growth of digital processes, and which experienced a significant acceleration as a result of the pandemic generated two years ago.

According to the “Mobile Gaming Research 2022” study, carried out by Digital Turbine and disseminated by Adsmovil, 51% of mobile gamers in Latam are women, many of whom play alongside the greatest professionals.

One of the factors that have allowed this democratization of games has also been the evolution of mobile devices over the last 25 years, since thanks to the fact that smartphones are increasingly powerful, it is possible to emulate many of the video games that were previously they could only be enjoyed on a video game console or a PC. As a result, for the past three consecutive years mobile gamers have been reported to outpace console and PC gamers, with a significant share of 71% of Gen Z youth and 67% of Millennials admitting they play and watch game content.

The professional hobby is not exclusive to men

In this context, the metaverse has become the medium that creates new opportunities to interact with consumers and pushes the limits for digital socialization, according to a NewZoo report, and in whose field it is possible to see a significant participation of girls who not only play at the “hobby” level, but have established themselves as prominent influencers who share their moments of entertainment, give advice and interact with all their followers, demonstrating that video games are for those who want to have fun regardless of gender.

From your experience, HyperX has been able to confirm that, like many men, these ladies have not only limited themselves to playing virtually, but they do so accompanied by sophisticated equipment that guarantees them a maximum sound and comfort experience, without losing style, either through of, headphones, microphones and controls for your games on PC, consoles or even smartphones. At the end of the day, the only limit is defined by the desire to have fun.

Names like: Ama Blitz, Danyan Cat and Rivers, to mention the three most prominent by the number of followers, are easily recognizable on social networks such as Twitch, YouTube, FB and IG, where not only video game fans but also admirers, they connect to follow them and interact as their followers. In the end, many users who are not used to playing give themselves the opportunity to experience this experience, so that more and more are joining the family of players on the different gaming platforms.

Overcoming the barrier of stereotypes

In this way, in recent years we have witnessed the transition from a scenario in which video games were for children, mainly boys, to one in which, regardless of age, men and women participate and have fun on equal terms. conditions.

It is interesting to see how two years ago, before the pandemic hit us, despite having opened a gap, many of the video game consumers were still facing a manifestly sexist market. In e-Sports, many women hide behind male aliases to avoid exposing themselves to misogynistic insults or being undervalued, and this was pointed out at the time by organizations such as Wonder Women Tech (WWT), which highlighted the need to educate users on respect, as well as encouraging women to use aliases or female characters.

Although there is still a long way to go, it is important to recognize that much has been gained, and today thousands of women share the joy of interacting and playing in the wonderful world of video games, as demonstrated by the winners of Game Changers 2022, who They showed that to participate in the world of video games, it is the talent and not the gender that makes the difference.

Leave a Comment

This site uses Akismet to reduce spam. Learn how your comment data is processed.