Whilst developers have started catching on, the industry has a way to go in order to be fully up-to-speed with the intersection of women and gaming. So, how exactly do different demographics perceive gaming and what is the generational effect that is caused by these viewpoints?
Tween girls want to exercise their aspirations, to explore and express their creativity as well as to develop and learn. Enter online gaming, once dominated by (and traditionally marketed to) males, but now includes offerings specifically for girls, meeting all of these needs.
Unlike their parents and older sisters, this generation is at a stage when they are yet to join Facebook. This means that they haven't been exposed to Facebook's plethora of native games and apps. As a result, this means there is plenty of space for the next big tween girl franchise to step into the picture. It's here where a mass of licensing opportunities exist too.