It would appear that at least one industry is both understanding and waking up to the challenges and opportunities of the purchasing power of women.
The consumer electronics market is estimated to be worth over $140 billion. A significant proportion of that market is for gadgets, games and other similar items, traditionally considered a male preserve. However, it now appears that women account for some $80 billion or approximately 57% of that market.
As such, manufacturers and retailers alike are now changing their approach to accommodate this phenomenon and are adopting a number of different strategies to take advantage of it:
More ads for electronic gadgets now feature women
There is greater styling and proliferation of colour to reflect women’s tastes
More products are being made to accommodate the specific demands of women
Smart retailers are providing more store assistants, reflecting the demand of women consumers for more attention
There are more women retail assistants
If we think of it in logical terms, it is almost incomprehensible that this change is a recent phenomenon. It is another example of what can be achieved when organisations focus on their human assets and the human and social aspects of business - moving beyond stereotypes and narrow-minded approaches.
However, some sectors of the market do still have some way to go.
For a long time the computer games industry dedicated itself almost exclusively to men. Then one day it realised that women played games too, but their products were simply not catering to their needs. Part of the reasons for that was that the industry had not recruited many women so it could not properly understand or reflect those needs.
They industry is now trying to redress that balance. Many others are yet to wake up.



