Home Artists Posts Import Register

Content

Hey everyone!

So, with GMTK turning five years old, this seemed like the perfect time to do a big overview of the channel’s numbers to see what worked, what didn’t, and what can be learned for the next five years of GMTK.

This is going to be a big, detailed, nerd-tastic article and so I won’t be offended if you skip this one. But I personally find this stuff fascinating and it’s really important sometimes to take a step back, and figure out where I’m going with all of this. 

A couple quick disclaimers before I start:

- All traffic is relative. When I say a video is successful or disappointing, I mean in terms of GMTK’s traffic, not YouTube as a whole.
- View counts alone don’t drive my decisions on GMTK. A show like Designing for Disability might not receive much traffic, but I’m going to make it anyway because it’s important.

So, since releasing my first video (Adaptive Soundtracks) on November 6th, 2014, I’ve released 124 videos. Here’s the lot, in order of release

Here’s how many videos I made each year:

  • 2014 - 2
  • 2015 - 22
  • 2016 - 27
  • 2017 - 28
  • 2018 - 24
  • 2019 - 21 (so far)

2017 was my most productive year because I turned GMTK into my full-time job. But I also worked way too hard that year and threw my work-life balance into the garbage. 

2018 and 2019 saw me try to fix that (I got engaged, I moved twice, I learned to drive, I stopped working weekends (mostly)). But I’ll always try to hit 24 videos a year: a two-a-month average. I plan to hit that in 2019, with three more videos before the end of the year.

Which videos got the most views

Okay, so let’s shuffle that image up.

Here’s every GMTK video released in the last 5 years, ranked from most-viewed (Protecting Players from Themselves) to least-viewed (Pac-Man).

The top 25 are:

  1. How Game Designers Protect Players From Themselves (3.2 million)
  2. What Capcom Didn’t Tell You About Resident Evil 4 (1.6 million)
  3. What Makes Good AI? (1.5 million)
  4. How to Keep Players Engaged (Without Being Evil) (950k)
  5. How Cuphead’s Bosses (Try to) Kill You (900k)
  6. Half-Life 2’s Invisible Tutorial (850k)
  7. How Games Do Health (800k)
  8. What Makes a Good Puzzle? (800k)
  9. Super Mario 3D World’s 4 Step Level Design (750k)
  10. Do We Need a Soulslike Genre? (750k)
  11. The Rise of the Systemic Game (750k)
  12. The Design Behind Super Mario Odyssey (700k)
  13. Legend of Zelda: Breath of the Wild - An Open World Adventure (700k)
  14. Morality in the Mechanics (700k)
  15. The Magic of the First Legend of Zelda Game (700k)
  16. What Makes a Good Combat System? (650k)
  17. Nintendo - Putting Play First (650k)
  18. The World Design of Dark Souls (650k)
  19. What Makes a Good Detective Game? (650k)
  20. Following the Little Dotted Line (650k)
  21. Why Metro Exodus is 2019’s Most Immersive Open World Game (600k)
  22. Analysing Mario to Master Super Mario Maker (600k)
  23. What Makes Celeste’s Assist Mode Special (600k)
  24. Redesigning Death (600k)
  25. Anatomy of a Side Quest: Beyond the Beef (600k)

I’m not too surprised about any of these videos. 

They feature big, popular, well-loved games (Cuphead, Dark Souls, Zelda, Fallout, Half-Life). They are some of my most highly-regarded videos (Mario 4-step Level design, Invisible Tutorial, Putting Play First). And a number have, arguably, clickbait titles (“How Game Designers Protect Players From Themselves”, “What Capcom Didn’t Tell You About Resident Evil 4”).

Some of these videos also do something really important, and that’s to reveal something genuinely new and interesting about game design - like Mario’s “secret” level design and Resi 4’s “secret” adaptive difficult. Not that either were completely unknown, but I believe my videos were the first time such facts were made widely known.

That’s very easy to make viral (“OMG, did you know THIS about Resi 4…”), but coming across that info is hard. It’s something I’ll continue to try and do, but it’s not something that can be achieved with every video!

Also, it's interesting that in these top videos, there's more "Topic Videos" (a game design topic, through the lens of lots of games) than "Analysis Videos" (videos on a single game).

There's about 14 topics (protecting players, AI, engagement, health, puzzles, genres, systemic, morality, combat, Nintendo, detective games, waypoints, assist modes, and death), and about 11 games (Resident Evil 4, Cuphead, Half Life 2, Mario 3D World, Mario Odyssey, Breath of the Wild, Zelda 1, Dark Souls, Metro Exodus, Mario Maker, Fallout New Vegas).

In terms of the lesser-viewed videos: well some are very new and haven’t had a chance to get rolling yet. But the others are not too surprising: smaller indie games (Downwell, Toki Tori 2, Nova-111, Her Story), or topics that don’t interest as many people (Accessibility, game history).

Some surprising ones, to me, are the videos on God of War and Spider-Man, which were released around the time of their launch. Doing a video on a new game is quite hit or miss, it turns out: you can either ride the hype train (as I did with Metro Exodus, Mario Odyssey, Cuphead, and Breath of the Wild), or you can have people skip that video because they haven’t played the game in question yet.

The Celeste controls video (31st most viewed video) goes to show that I can be a year late and still get views. There’s no need to rush things to make a video “current”: when it comes to design, people don’t really care if I’m talking about the most up-to-date games. 

When did these views happen?

I get most of my views when a video goes live. 

This graph from the video “What Makes Good AI?” shows that the video got a big whack of traffic (180,000 views) upon release, but then will get a few hundred views every day (with some nice spikes here and there), which can really add up in the long run (to 1.5 million).

Other videos might get seen a little later in their life. This Resident Evil 4 video from 2015 did okay at launch (30k views), but then suddenly got a huge spike (230k) much later in 2016. If you’re wondering why, the answer is almost always: the algorithm.

This video randomly got chosen by the algorithm and was blasted out to millions of YouTube channels on their home page. They clicked, and the rest is history.

Here’s another chunky video: Protecting Players from Themselves. It did really well at launch, and then had small spikes and residual views ever since. 

To really visualise how this works, here’s a nifty bar chart race showing how traffic has grown and changed since 2014

Which videos led to subscribers

It’s all well and good having a massively popular video, but it’s not worth much in the long run if those viewers don’t hit the subscribe button and stick around for your future content!

So I’m going to shuffle the list again. 

Here’s the videos that got the most subscribers, from most (Protecting Players from Themselves) to least (Metroid Prime 3).

In terms of numbers, outside of the outliers (Protecting Players and Good AI delivered 20,000 subscribers each), a typical well-performing video will generate about 5,000 new subs, while a less successful video might only give me a few hundred (Metroid Prime 3 only generated 261 new subscribers).

This image does show a few interesting things, like how the Celeste controls, DOOM enemies, and Shovel Knight nostalgia videos all lead to lots of subscribers, even if they didn’t have the most views.

These numbers are going to be biased by the number of views, of course. The more views a video gets, the more opportunities there are to get new subscribers. So maybe I can make something more useful by figuring out the percentage of views a video got, in relation to its view count. 

Here’s that:

Ah wow! Data! So, the top 25 videos now are:

  1. What Makes Good AI?
  2. Shovel Knight and Nailing Nostalgia
  3. How to Keep Players Engaged (Without Being Evil) 
  4. Why Does Celeste Feel So Good to Play?
  5. What We Can Learn From DOOM
  6. What Makes a Good Puzzle? 
  7. What Makes a Good Combat System?
  8. How Game Designers Protect Players From Themselves
  9. Why Nathan Drake Doesn't Need a Compass 
  10. The Design Behind Super Mario Odyssey
  11. How (and Why) Spelunky Makes its Own Levels 
  12. Hitman, and the Art of Repetition 
  13. How Games Do Health
  14. Theme and Mechanics in Far Cry 2 and Far Cry 4 
  15. Nintendo - Putting Play First
  16. The Rise of the Systemic Game
  17. The Legend of Zelda: Link to the Past’s Dungeon Design | Boss Keys 
  18. Following the Little Dotted Line
  19. The Magic of the First Legend of Zelda Game
  20. Morality in the Mechanics
  21. Super Mario 3D World’s 4 Step Level Design
  22. What Makes Celeste’s Assist Mode Special
  23. The World Design of Super Metroid | Boss Keys
  24. Half-Life 2’s Invisible Tutorial
  25. How Jonathan Blow Designs a Puzzle 

Now this is really interesting. 

For example: look how far down the Resident Evil 4 video is. It’s my second most popular video (1.6 million views), but while it generated a bunch of subscribers (5,400), that’s only a 0.3% attach rate. Compare that to Good AI, which also got a lot of views (1.5 million), but a lot more subscribers (20k) - meaning 1.3% of people who watched hit the subscribe button. 

So this is a real display, I think, of video quality. Clickbait (“What Capcom didn’t tell you about Resident Evil 4”) can get people in the door, but it doesn’t guarantee they’ll stick around. Not that that video sucks, but the numbers show that I’ve clearly made better videos than that. 

So real high quality videos with insight (What make a good puzzle?), high production values (Shovel Knight), developer interviews (Celeste), and so on is what drives people to go from viewers to subscribers (and, ultimately, Patrons). Which is good, because that’s what I’m trying to make anyway. But it’s nice to know that it’s a valid business model!

Another thing of note: look at how the Space Invaders Design Icons goes from being one of my worst-performing videos in terms of views, but jumps up to the big leagues in terms of subscriber attachment. This shows that while not as many people watched the video, the people who did watch, did at least subscribe because they wanted to see more episodes in the series. Likewise, the first episode of Boss Keys (Link to the Past) is in the top 25.

This shows the importance of serialised content: it encourages people to hit subscribe so they’ll stick around. Even designing for disability gets a big jump! Though, the Dead Space trilogy underperformed in this regard.

Speaking of series…

Which type of videos have I made

I’ve made 124 videos. That breaks down to:

  • 91 episodes of Game Maker’s Toolkit
  • 21 episodes of Boss Keys (13 Zelda, 5 Metroid, 1 each of Castlevania, Dark Souls, and Hollow Knight)
  • 3 bonus videos (Mario Maker, Zelda music, turn timers)
  • 3 Game Jam results videos
  • 4 Designing for Disability
  • 2 Design Icons

What we can do, to try and get some idea of how these different series perform, is to look at the average number of views an episode gets.

So, in order of best to worse:

  1. GMTK - 542,000 per episode
  2. Game Jam - 479,000 per episode
  3. Boss Keys - 402,000 per episode
  4. Bonus videos - 337,000 per episode
  5. Designing for Disability - 222,000 per episode
  6. Design Icons - 167,000 per episode 

So, in terms of views, it’s clear that GMTK is where it’s at. I’ve had so many ultra successful episodes of GMTK, that the average is over half a million views.

Designing for Disability and Design Icons have been quite disappointing in that regard, but Boss Keys has been more successful, with Dark Souls even making it into the top 25 videos.

The Game Jam results videos are also really popular, which is a little bonus on the top of what is already a super fun experience.

As I said before, these serialised shows are good for attracting more subscribers, but maybe not as hot as I’d have assumed. Part of the reason for making Design Icons was to make a series that would encourage people to stick around and while the Space Invaders ep had a good attach rate, it still didn’t do as well as normal GMTK episodes from this year like Celeste and Metro Exodus.

Of course, it’s early days with Design Icons. These ancient arcade games are a hard sell, and things might pick up a bit when I get to slightly more modern games.

But still, I think this goes to show that while these series are important (they generate subscribers, they broaden the audience of the show, they keep my enthusiasm up), I can’t let them take over GMTK. And, lately, that is what has happened. 

Here’s the breakdown, ignoring bonus videos and the game jam. 

  • 2015 - 21 GMTK
  • 2016 - 21 GMTK, 7 Boss Keys
  • 2017 - 21 GMTK - 4 Boss Keys
  • 2018 - 15 GMTK, 5 Boss Keys, 3 Designing for Disability
  • 2019 - 13 GMTK - 4 Boss Kets, 1 Designing for Disability, 2 Design Icons

I’m going to discuss this more in the 2019 stats wrap-up post, but clearly something’s not right here. And it’s the main thing I plan to address in 2020.

How much watch time did these videos get?

One final stat that’s really important is watch time. 

Now, for YouTube’s purposes, long videos are better. I think (it’s hard to know for sure) that YouTube would rather people watched 10 minutes of an hour long video, than all nine minutes of a nine minute video.

That’s not how I roll, though: a video needs to be as long as it needs to be. Hollow Knight’s Boss Keys needed to be 40 minutes long, but most episodes only need about 12 minutes to say what I need to say. I try to be precise and succinct with my scripts. 

So I’m more interested in watch percentage. How far through the video does the average person get? Happily, my average is 64%. That’s really high in YouTube land: that means people actually want to keep watching my videos, and don’t just get bored and leave.

There’s only a few outliers. 3 videos have less than 50 percent average views: 

  • Hollow Knight Boss Keys. This video is really long, and is super spoilerific. Two qualities that can turn people away. 
  • Why Does Celeste Feel So Good to Play? This one’s a bit disappointing. The video is long, and maybe the developer interviews run a bit long at times. But still: it’s a good video. Sad about that.
  • 2019 Game Jam - Okay, this one did end up getting a bit long. But I don’t really care - I want to celebrate these games and will continue doing so!

Where did these views come from?

So, in the last 5 years I’ve had 63 million views. Luckily, we can break that big ol number down into smaller bites.

21.3 million views - Home page

The home page delivers videos to two key people: subscribers and people who YouTube’s algorithm think might enjoy my videos. I’ve been very lucky to be seen favourably by YouTube’s algorithm (my content is advertiser friendly, and has good clickthrough rates thanks to good names and thumbnails), so the bulk of my traffic comes from here. 

18.3 million views - Suggested videos

Also an algorithmic thing here. This is when a GMTK video appears on the right side of a video. These views are almost exclusively from GMTK videos being advertised on… other GMTK videos. So having a big back catalogue of enticing videos is really helpful. Once someone watches one, they’ll be nudged to watch another.

6.3 million - GMTK YouTube channel

Lots of traffic comes from the actual channel. I presume this is from people watching a video, clicking my user name, and then finding something new to watch from there. 

3.5 million views - Subscriptions

This is from people who get to my videos from the subscriptions page on YouTube, but doesn’t cover other places subscribers might see my videos such as notifications or the home page. 

3 million - Playlists and Playlist Pages

These are mostly my own playlists, but a few viewer-made ones too.

2.5 million - External

No matter how many articles people write, Tweets people share, or Reddit posts people upload, the external links are only a tiny percentage of my overall views.

Of those, Reddit’s the big dog, delivering GMTK some 600,000 views over the last 5 years. Google Searches, Twitter, and Facebook are good. Polygon, NeoGAF, and Kotaku have also been helpful.

2.3 million - YouTube search

Self explanatory, this one. The most popular search terms are

  1. Mark Brown
  2. Game Maker’s Toolkit
  3. Boss Keys
  4. GMTK
  5. GameMakers Toolkit
  6. Game Maker
  7. Game Jam
  8. Metro Exodus
  9. Game Makers Toolkit
  10. Game Design

It’s nice to scroll down and see that people searched for games like Breath of the Wild, Obra Dinn, Hollow Knight, and Dark Souls, and came across my stuff.

1.5 million - “Direct or unknown”

Bookmarks, directly typing a URL into your browser, and other weirdo sources.

800,000 - Watch Later

People can send videos to a “watch later” playlist, and then view them later. Thankfully, people actually watch the videos and don’t do what I do: chuck them in there and forget about them forever. 

640,000 - Notifications

Bing! Hit that bell icon, peeps. 10.5% of my subscribers have “all notifications” on, and 6.6% of my subs have enabled YouTube notifications. 

620,000 - YouTube Remote 

I actually have no idea what this is. According to Google, it’s used for sending YouTube videos from your phone to your TV. I think I’ve done that once or twice. 

The rest:

Things like watch history, the trending page, end screens, video cards, and other weirdo things. 

Who is watching GMTK?

So, I know from feedback and tweets and whatnot that game developers, studios, universities, etc watch GMTK. But what can YouTube tell us about the show’s demographic across this half decade?

Here’s an interesting one. There’s about a 50-50 split on views of my videos, between people who are subscribed to the channel, and people who aren’t. More non-subscribers watch the videos, but subscribers are likely to watch the videos for longer. Good on you, subs.

The show’s viewership is overwhelmingly male, with 95.8% of viewers being dudes. I’m not sure I’m ever going to move that needle very much, sadly.

My videos are definitely intended for a college / young professional type demographic, so I’m hitting that. Good to be talking to people my own age, too: easier than trying to “get down with the kids”.

America is, predictably, the biggest consumer of GMTK videos. But pleased to see the motherland in second place. Other countries where GMTK is big include Canada, Germany, Australia, Brazil, France, Sweden, Netherlands, Spain, Russia, Mexico, and India. Unrelated: I’ve visited the top 4 countries where GMTK is most popular! 

We can also see that Windows is the most popular (40% of all views), followed by Android (27%), iOS (4.6%), and Mac (6.4%). People do watch my videos on PlayStation, Xbox, Switch, Linux, Wii, and even the PlayStation Vita and 3DS, but the numbers are comparatively small. 

More people watch on their computer (48%) than phones (35%), consoles (5%), tablets (5%), or TVs (4%).

The key lessons

Okay, so I've included some lessons and learnings throughout the article, but as way of a recap:

I get the most views, subscribers, and subscriber attachment from Game Maker's Toolkit videos, as oppose to other series. Especially ones on important game design topics like AI, health, and engagement, or on popular games like Cuphead, Mario, or Half-Life. Therefore, these must be the beating heart of GMTK.

Other series are important for lots of reasons, but little and often is perhaps the way to go. Lower-performing shows like Design Icons and Designing for Disability are cool, but can't take too much focus away from GMTK. More on this in my 2019 recap next month.

Going after brand new games is hit or miss, so I shouldn't feel pressure to be "current". GMTK works just fine when I'm talking about year old games, or 10 year old games for that matter. 

Video quality seems to be the key defining factor for getting subscribers, which is how things should be. So while I would never chase hits with hugely clickbaity videos anyway, it's at least a good reminder that what I'm doing works. Quality can win out on YouTube, and that's very heartening.

Thanks for reading. If you have any thoughts, or any questions, please drop them in the comments below!

Mark

Files

Comments

Anonymous

With the "most viewed" thing, when would you call a good cut off point to counting it? Like, Pac-Man is the least viewed but it's only been up for, what, two weeks? When would you consider a video's "shareability" to be gone? I guess trends can make a video resurface, too.

Anonymous

Well done, by the way! ♥️

Anonymous

Interesting article. nice visuals as always too!

Anonymous

Totally commented before ready by the whole thing - soz!

Anonymous

Very sad to see Designing for Disability underperforming, but I hope it doesn't discourage you: I'm not a game designer or a disabled gamer, but those videos are some of my favorite – no one else is articulating this so well and it's so important and broadens the view of things! I'm sure those are the videos that make the biggest long-term impact and actually make those who view it better as people.

GameMakersToolkit

Not all - if i went back in time with these stats I’d make Designing for Disability all over again. I knew it wouldn’t get tremendous views but it was important anyway. (That being said - getting almost 1 million views across these 4 videos, when talking about accessibility, is wonderful!)

Anonymous

Wow, this is fascinating! I defo think I should take note - while I'd never want to actively mislead people (that feels very yuck), I think I can sometimes be a little over the top with titles/thumbnails and stuff. Anyway, thanks for posting this - twas a great read!

Anonymous

Really interesting read. Thanks Mark!

Anonymous

That gender split — it’s even more out of balance than I expected. And there’s nothing particularly male-oriented in your videos. Kind of sad.

Anonymous

Regarding the gender split: I'm watching every video together with my wife. But in the End it is on my account - so male. But the gap is nonetheless huge. Even if there are more like us.

Tim 🦆

Great analysis and congratulations. I think you might mean "I'm *not* too surprised about any of these videos"

Anonymous

Super insightful, and even ends on a bright note - Quality trumps Quantity on YouTube sometimes! Thank you for that post.

Anonymous

I guess Youtube doesn't have that information, or you just can get it, but I'm always curious of "unique views" on a video. Some are very much watched because they are re-watched, and re-re-watched. I do that a lot. I watched videos I liked a lot many times, I'll put on older videos that made me react. I'll show videos to friends or colleagues (I've showed a lot of GMTK at the office on a TV, so those numbers come from there ^^). But still, I count as a single Youtube users. It would be interesting to see the numbers of unique users who have watched your videos, and compare that to the number of subscribers.

GameMakersToolkit

YouTube does have this info, but it's quite limited. In general, videos have an "average views per viewer" of about 1.2 to 1.4. So, definitely some rewatchers out there!

Anonymous

Very good research. I think you hit the nail on the head when you say that "important" topics and "popular" games are the beating heart of GMTK.

Anonymous

I just wanted to say that I'm in love with your Design Icons series and would be very sad to see it go away. The videogame industry can be so fast moving I think it can be easy for the lineage and history of games and their design trends to be lost to time, despite how recent they really are. I consider myself to be obsessive over video games and their history and yet I feel I've learned a lot from Design Icons already. I do hope you don't get put off from continuing the series.

Anonymous

I'm marked as non-binary. I wonder if my stats get added to male or female, or are simply dropped?

Anonymous

I love when you talk about old and weird games from decades ago that I’ve never even heard about. It’s amazing that there’s still so much we can learn from these super old titles. I must’ve watched your video about how to make a good detective game more than five times. It’s so good, I love it!

GameMakersToolkit

Not going away - I always try to start what I finish! Just might be a little slower for new eps in 2020

Anonymous

Now you've just taught people a new skill: analysing data. Haha, just kidding. Nice analysis, it's ultra important for us patrons to have a clear understanding of content performance which should impact your decision on what to be more or less focused from now on. Excellent to know that you're also taking care of your personal life, maintaining a healthy schedule and living well along with the show, instead of living for it. Glad to be part of your success, and I wish you nothing but the best. Keep up the awesome work, Mark!.

Anonymous

Another point about GMTK, Have you considered on uploading to other websites other than youtube? IDK if it worths the extra trouble, but never hurt to think about it. Maybe with foreign collaborators to sub the video and upload on popular sites over China and Japan (I guess niconico douga surpass yt on Japan, not sure). As a brazilian citizen, it's true that most people watch Youtube by far, but some audience sticks to Facebook video, and IGTV. I'm sure it's not worth the trouble uploading to these websites for our audience, but...who knows, maybe China, Japan, India would rather watch the show on other video sites.

Virak

I love these stats kind of articles! (Similar to the vlogbrothers census) Thanks very much for sharing!

Anonymous

Cool analysis. If Patreon constitutes a substantial portion of your revenue, you might consider more directly quantifying what drives people to become your patrons and what videos introduced the most total “lifetime value” to your patron pool. Lifetime value is a common business metric that is, roughly, your customer’s average monthly spend * average amount of time they remain your customer, summed up over your total number of customers. Attribution might be hard, but you could introduce a survey that you ask patrons to fill out when they pledge to your patreon page.

Anonymous

There’s room to explore aspects of video game making that intersect with gender but stay on target for game making theory if that’s how you want to make up for poor gender distribution. Some random ideas that I could be interesting or damn boring, I dunno: How does video game marketing impact game design? If I am a game maker, how do I select game mechanics and stories to engage a target audience? How do I pick an audience in the first place? What makes for well designed avatar-building features like appearance customization, class, etc... and community-building features such as chat rooms, guilds, clans, matchmaking, etc...? What makes for a well-designed content moderation system for an online game? What happens when this goes wrong? You may think about engaging younger gamers at some point, as well. I assume the gender distribution has gotten a bit better. Gamers in the 90s and 00s were predominantly male, so in some sense, this is primarily a demographic issue.

Mark M

This is fascinating to me just as a fan, to see how other people are watching your channel. Nice to see that some of your best videos are also your most popular/most subscribed to. I suspect Design Icons will pick up once you start touching on games your main demographic is more interested in/has affection for, e.g. Zelda, Halo, Mario. It's a good series but Pac Man etc. isn't as eye-catching for many. Interesting to see I'm one of the few who watches through my console. Your videos scale very well to tv watching. A lot of youtube videos don't as they're made more for phone/laptop viewing, but the professional quality of yours makes it feel like watching something like the Netflix 'Explained' series. I think that similar quality, accessibility and light touch is what draws people to your videos, and I think that shows in what does well, rather than worrying about covering current games or having hot takes. People will still be interested in these things further down the line as long as they are well made and interesting.

Anonymous

I find that gender gap really shocking. I mean, I really shouldn't – especially since I've experienced that gender gap first hand – but that disparity is *staggering.* I literally reeled back from my computer screen when I read it. I don't think this is through fault of your own, by the way; I've never once felt like your videos weren't inclusive or "for me." In fact, I've found your corner of online gaming culture to be one of the most positive and inclusive corners out there. It just goes to show how much work we as an industry have to do to make it clear that game design is for everyone.

Anonymous

More issues please !!!

Anonymous

In my observation gender gap in gaming is an accumulation of multiple factors - Majority of games focus on violence / action / conflict, those are experiences that are primal (easy to connect to) and simpler to represent with rules and systems. Males are a lot more likely to respond positively to violence (evolution) - Historically engineering, then computer science and computer engineering have been fields primarily represented by men. So naturally the first game developers were men and they did what appealed to them. History paves the road to the future - Social media like FB, twitter, youtube is inherently adversarial and hostile. This is due not so much to poor design than to cognitive errors in our social psychology. As mentioned above, males tend to be less pushed away by toxicity, some even enjoy it. So naturally youtube audience as a whole is primarily male. - Many males perceive modern advances of feminism in politics, in marketing, etc as being hostile and accusationary. Which in turn escalates gender tension on the internet as a whole. An article in bloomberg.com discussed that financial businesses, in wallstreet for example, now strongly avoid hiring women to dodge potential accusations and lawsuits. - As mentioned earlier computers and software have been historically a male dominated field. As a field that lacks the physicality of other male domains, it has been ridiculed by both males and females as nerdy and childish and anti-social. Naturally this toxicity pushes females away from the domain

Gunnar Clovis

Great work on this! These are really fascinating statistics... though I feel bad being so alone in your low view count stats! I've watched EVERY video of yours since your first Adaptive Audio one released (which is honestly still a favorite as it's such a great topic), typically many multiples of times, but the videos with your lowest total views tended to be the ones I rewatch the most! Feels bad...