
First we look at the correlation of reviews and profitability, and then present an exploratory qualitative inquiry, analyzing games with high Metascores and games with high grossing. In this study we investigate the relationship between critical acclaim and commercial success in mobile free-to-play games via a mixed-method study. However, little evidence exists on the relationship between ratings and profitability beyond anecdotal assumptions. Major game publishers face tremendous hurdles in order to fare well in different forums that review and rate their products.

We argue that the effects of the male gamer stereotype can be harmful to women, precluding them from the positive outcomes of video game play, such as limiting their access to fields of science, technology, and engineering.Ĭritical acclaim is considered to be one of the main predictors of profitability of game products. On the other hand, female players who achieve a moderate level of competence are rendered invisible or are actively marginalized. We further argue that the persistence of this stereotype can be explained by the fact that almost all professional and highly visible figures in gaming culture are male. We conclude that the stereotype varies in accuracy depending on the definition of "gamer". In this contribution, we review the existing literature on gender and gaming to investigate the male gamer stereotype in terms of its accuracy, persistence, effects, and future perspective. A common justification for this stereotype is that, while women might play games, they should not be considered "true" or "hard-core" gamers because they play more casually and less skillfully compared to their male counterparts. Despite this, video gaming is still strongly associated with the male gender. Women and men play video games in approximately equal numbers. In examining these games, this article will ultimately indicate the need for game studies to interrogate the intersection between commercial motivations and game design and a broader need for media and cultural studies to consider the social, cultural, economic and political implications of impatience.


This article will examine three ‘freemium’ games, Snoopy Street Fair, The Simpsons’ Tapped Out and Dragonvale, to explore how they combine established branding strategies with gameplay methods that monetize player impatience. Although offering a free gameplay experience in line with open access philosophies, these games also create systems that offer control over the temporal dynamics of that experience to monetize player attention and inattention.

Free to download, but structured around micropayments, these games raise the complex relationship between game design and commercial strategies. The gaming industry has seen dramatic change and expansion with the emergence of ‘casual’ games that promote shorter periods of gameplay.
