All hail the queen

HWM (Singapore) - - ED'S NOTE - Zachary Chan Edi­tor

Girl gamers, as in peo­ple who play video games of the fe­male per­sua­sion, have been a con­stant in­ter­est for the en­tire video gam­ing in­dus­try for as long as I can re­mem­ber. Over the years how­ever, the topic has switched fo­cus from phys­i­cal to vir­tual.

Like all forms of en­ter­tain­ment, video games cater to its in­tended au­di­ence based on its con­tent. So, with the rise of mo­bile and ca­sual gam­ing, you can ac­tu­ally say that the per­cent­age of fe­male gamers have risen dra­mat­i­callt. I’m no an­a­lyst, but just about ev­ery­one I know plays games to­day, re­gard­less of age or gen­der. What do you mean Candy Crush isn’t a game? Ar­gue se­man­tics all you like, but a game is a game.

And yet, the pro­lif­er­a­tion of more se­ri­ous, com­pet­i­tive games into the mo­bile space, such as PUBG Mo­bile and Vain­glory means that the con­ver­sa­tion about fe­males in games have risen again. This time how­ever, the in­dus­try’s so­lu­tion seems to be to em­brace to­day’s po­lit­i­cally-, and so­cially-cor­rect views. This means re­plac­ing male pro­tag­o­nists into fe­male, cham­pi­oning LGBT causes, and ba­si­cally of­fer rep­re­sen­ta­tion for the mi­nor­ity. What do we think of all this? Is it re­ally such a big fuss? Our own res­i­dent gamer girl takes a stab at this.

Oh and be­fore I for­get, HWM is still a gad­get mag. If our cover didn’t al­ready give you an in­di­ca­tion, we go into the deep end of au­dio­phile nir­vana. Do give our pla­nar mag­netic head­phone shootout a read be­fore you drop $10,000 on a pair of headphones.

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