Oh the many ironies. Things have truly come full circle.
Oh the many ironies. Things have truly come full circle.
I think it's worth noting that Japan is fairly unique when it comes to this topic. You can't really group it as "Asian" along with the Chinese/Korean market.
Korea would like to weigh in with "Blade and Soul" for a stunning counterexample.
The people that write about games in the West have little in common with the average player. They project their bubble's academic norms of identity politics on an audience that they hold in undisguised contempt. I wouldn't trust them for critical analysis or social commentary on any group but other angsty liberal arts majors.
This is also why I do not like the culture around cuteness (e.g. from Japan). These thoughts just give me chills.
Furthermore, it's less risky to go the route of the "strong female protagonist" if you have to choose one (binary) gender, as it engages women more and has negligible impact on men vs. a similar male protagonist. That's one I remember clearly but would have to dig a little to find the source for again.
Of course, targeting may fall differently if we're simply looking at conversion on a banner ad, as in the infamous "Evony" ad campaign:
[0] https://thesocietypages.org/socimages/2009/07/14/evolution-o...
Yet the first major major change in World of Warcraft's character line-up was adding Elves to the Horde (Orc) faction, one of the reasons being that a very large portion of female players did prefer their idealized fantasy representations to be conventionally attractive.
To anyone who is bothered by female video game character: I want you to look at the four original Horde female models. Orc, Troll, Tauren, Undead. I want you to note how sexualized they are. And I want you to note that horde was less popular among players of all genders because they were not sexualized enough.
I'm not saying this attention is unjustified, but it surprised me a bit in volume and frequency.