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With the rise of “cozy gaming” tradition, extra gaming corporations are growing titles and merchandise particularly focused at ladies than ever earlier than. But whereas the gaming trade itself has gotten higher at acknowledging the chunk of its shopper neighborhood that’s made up of feminine players (whose pursuits vary from “Call of Duty” to “Hello Kitty Island Adventure”), it’s advertisers and media patrons concerned with gaming who aren’t absolutely greedy the market.
“Women are just underserved in being targeted as gamers, generally, from an advertising lens,” Gabrielle Heyman, cellular sport large Zynga‘s vice chairman of worldwide model gross sales and partnerships, tells Variety. “When brands are getting into gaming, I think there’s still a lot of this bias around, oh, we’re trying to reach, like, Gen Alpha and Gen Z men in this category.”
Heyman provides: “However, because there are so many large casual gaming companies interacting with brands like Zynga and King, the people who are buying and planning media for that category are actually probably more advanced than some other categories at knowing that their audience is playing games.”
Zynga’s “Words With Friends” launched an advert marketing campaign starring “The Real Housewives” alums Dorinda Medley and Dorit Kemsley, which aired on Bravo final fall. The teamup got here on the heels of a March 2024 Zynga and YouGov examine that confirmed, within the case of feminine players, 59% have watched cable channels like Hallmark, Bravo and Lifetime prior to now week, and 61% usually tend to say Bravo is their favourite channel.

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“There is a really interesting trend, generally speaking, of celebs doing mobile game ads,” Heyman says. “Courtney Cox and Lisa Kudrow are in a really cute, funny ad for ‘Royal Kingdom.’ More and more, we’re definitely seeing celebs involved with these games, and the celeb that they’re choosing to be in the game is definitely that celeb that vibes with that Millennial and Gen X woman.”
That’s as a result of “the sweet spot for the casual gamer is definitely the Millennial/Gen X woman,” in accordance with Heyman, who provides that Boomers are actually “one of the fastest growing segments of gamers.”
Additionally, Zynga’s analysis finds that feminine players are sometimes the top of the family (75%), mothers (65%) and the first grocery consumers of their properties (72%). According to the cellular gaming firm, these players spent between $5,000 and $10,000 purchasing on-line within the final six months, and 62% of these purchases have been cellular in-app purchases with a retailer (43% larger than common).
“The female gamer is just really counter to the outdated stereotypes because they consider themselves ambitious and career-focused and style conscious,” Heyman says. “So all of those advertisers who are trying to reach those types of women on those channels might be missing an opportunity by not looking at casual gaming, too.”
This goes each methods: Heyman says gaming corporations ought to be promoting their video games on women-oriented channels like Bravo, Lifetime and Hallmark, not simply inside different video games — and types promoting services and products to ladies customers ought to be shopping for up in-game promoting to achieve feminine players fairly than focusing the vast majority of sources on linked TV advert buys.
“I think game companies have finally been like, oh, we don’t need to just buy ads on other games to drive players in our user acquisition strategy,” Heyman says. “What I often says is, the elephant in the room, specifically for CTV buyers — and they don’t want to admit it, certainly not the streamers — is, what are you doing when you’re on the couch? You’ve got your phone next to you. So I think, finally, mobile game companies are like, oh, clearly this is a really great time to be advertising. Primetime for gaming is primetime for television — those evening hours.”
Heyman says, in the end, “one beautiful thing about gaming companies, and specifically mobile gaming companies, is they don’t put people into buckets like woman/male or female/male.”
She continues, “The only psychographic that really matters to game companies is that you’re a gamer and that you want to play games.”
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