Female CEO Feels The Future Of Gaming Is Female, So They’re Making Gambling Games
Confetti Casino

Kate Gorman, the CEO of Fort Mason Games, has finally realized what gamers have been shouting about from the rooftops for the last four years: females don’t play hardcore action games and don’t care about competitive core games. Gorman has been making the rounds to promote her female focused business to talk about the kind of games they’re making for women, which is… casino gambling games?

Forbes did an article proclaiming that the future of gaming is female and it’s going to be focused on mobile devices. Forbes writer Kate Harrison explained what many of us already knew all along, writing…

“When it comes to mobile games, what do women want? Fort Mason Games surveyed 3,000 women to find out. 93% said they play slots games on their phones and tablets to relieve stress. Fort Mason Games also found that women tend to be highly social when it comes to mobile gaming. Confetti Casino was designed with that in mind. “

This aligns with other data from across the industry. While 45% of women may play video games, they certainly aren’t playing third-person shooters, first-person shooters, or MOBA games like male gamers. Organizations like the ESA attempt to muddy the data but the reality is that majority of women prefer social and casual games.

Hilariously enough, Harrison states that Gorman believes that all growth in gaming will come from mobile over the next four years because females don’t traditionally play home console games or use dedicated PCs for gaming…

“Over the next 4 years, Gorman says that “all growth in gaming revenue will be on mobile platforms.” At this time, 64% of women and 38% of men already prefer using mobile over other gaming platforms. Gorman attributes this growth to the convenience and accessibility of mobile. Mobile games are more approachable and offer quick play sessions during lulls in the day. In this way, mobile games can become core parts of our lives, just as text messaging, online shopping, and social networking have.”

First of all, the irony here is very strong because back in 2012 there were constant reports about how the seventh gen consoles would be the last of the consoles, or how mobile gaming would kill home consoles. The data back in 2012 proved those forecasts wrong, and data today continues to prove the forecasts wrong that somehow all hardcore gamers are going to get rid of their rigs and consoles and only play on mobile devices. It reminds me of the Nintendoom that analysts have been spouting out for the last 20 years.

Secondly, the Forbes article acknowledges the opposite of what feminists and SJWs in the media have been touting for the last four years: that females make up half the core gaming market. Harrison writes….

“Traditional console and PC games require expensive equipment that facilitates longer, more intense play sessions. Often, the extended gaming time spent on those devices can be a problem for players, as when teens avoid dinner or homework to play them. However, a mobile game player only needs a smartphone and appropriate apps to participate”

So if mobile is the future and core consoles and PC setups aren’t being engaged with as much by female gamers, what’s the point of changing all the traditional male-led games into female-focused games if they aren’t even playing them? And what’s the point of having bionic women lead the charge on the frontlines of World War II so 13-year-old girls can be proud of game-developer dads if girls don’t even care?

It’s a rhetorical question, by the way.

We all know that replacing the male leads with butch female characters and subverting the male-dominated gaming spaces is for the purpose of enacting their social engineering efforts, which Leftists have now blatantly come out and acknowledged.

Nevertheless, Forbes still attempts to turn this into a discussion about how female avatars are dressed, falsely assuming that somehow changing what the characters look like will determine whether or not women play the game, with Harrison writing…

“Gorman advises gaming companies — especially ones with male-dominated leadership — to remember that female audiences are different. They may not necessarily value the same themes, artwork, and gaming mechanics as male audiences. It’s important to consider what female audiences would find relatable and enjoyable to play, but it’s equally important to ensure the gaming experience is respectful to women. In many games, female characters are portrayed in an overly-sexualized fashion that is meant to serve the male audience’s interests.


“Gorman says she is aware of how demeaning this can be for women, so she created Confetti Casino Slots with a more sensitive and respectful approach. The in-game characters are fully clothed, and the tone of the game portrays a simple party-vibe as opposed to one of sexual conquest. “

Gorman and Harrison might have a point if software like Kim Kardashian: Hollywood weren’t some of the top played apps by females, which has no shortage of short skirts and scantily clad females.

It must have been a whole lot of “internalized misogyny” that led women to spend more than $157 million on the Kim Kardashian: Hollywood app, as noted by Inc.com.

The article obliviously ignores the current slate of female-focused apps on the market at the moment, and proclaims that Gorman’s casino-based apps – which ties into a current controversial point in gaming where monetization systems like loot boxes are currently under legal scrutiny for gambling mechanisms – is the future for gaming…

“Gorman is one of very few women CEOs in mobile gaming. She’s on a mission to build a billion dollar mobile entertainment business — and she’s doing it by creating a gaming community for and by women. With several new games under development, look to Fort Mason Games to lead the way in the female future of mobile gaming, that is, an experience that’s mobile, socially-focused, and female-centric. For companies looking to take a bigger piece of the pie in the coming years, the female audience is a relatively untapped and underserved population.”

Had Harrison done any research at all, she would have known that games like Farmville have been generating hundreds of millions of dollars from female gamers since 2011, as reported by VentureBeat.

And how on Earth could they say that the female demographic is “untapped” when King has been generating more than $250 million per quarter from the Candy Crush Saga franchise, and in 2014 alone King accrued $1.3 billion from the franchise, as noted by MacRumors?

And before the Candy Crush games and the Farmville apps, casual games like Bejeweled were turning indie companies like PopCap into multi-million dollar franchises, selling more than 50 million units over the course of a decade, as reported by Gamasutra.

The casual market never went anywhere, and this idea that companies need to forfeit the hardcore market to cater to the casual gamer seems misguided and myopic.

Nevertheless, Leftists never let facts or historical truths ever get in the way of a good propaganda-laden narrative.

(Thanks for the news tip Ebicentre)


Billy has been rustling Jimmies for years covering video games, technology and digital trends within the electronics entertainment space. The GJP cried and their tears became his milkshake. Need to get in touch? Try the Contact Page.

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