WOMEN IN GAMES or lack thereof

WOMEN IN GAMES
or lack thereof
An insight into the world of games
and how to introduce a more
gender-neutral game society.
1. Why are there more men in the
industry than women?
• Both boys and girls are
equally adept at playing
games.
• Children of both sexes
consider computer games to
be ‘boys’ toys
• Boys are more likely to play
games, and continue playing
them into adulthood.
2. Boys+Games=Boys Games.
• More boys playing games
leads to more men in
game/computer related fields.
• Women represent a minority
in the games industry, holding
less than 10% of positions.
• Few of the women in the
industry hold ‘key’ positions.
3. Is It The Games Themselves?
• Some women find it hard to
relate to the violent female
characters in games.
• Girls get turned off by
stereotypical or
degrading depictions of
females.
• Often, girls are a lesser
character, or a ‘prize’ for
a
male character.
4. Or The Way We Play Them?
• The industry is saturated with
racing, fighting and sports
titles with little point other
than winning.
• Boys are satisfied with
explosive action and
competition.
• Girls prefer character
development, involving
storylines, and challenging
gameplay.
5. A Woman's Touch
• Increasing numbers of
women are becoming
designers and producers.
• Digital characters and
game content are being
rethought.
• Women in the industry are
bringing into focus nontraditional career roles.
6. Gender Balance V Bank Balance
• Games are a $40 billion
industry with up to 80% of the
sales revenue generated from
a male market.
• There is already a proven
strong market for ‘girl’ games.
• For console developers to
remain competitive, they need
to broaden their consumer
group.
7. No Boys Allowed?
• Do boys and girls want
fundamentally different things
from game content?
• Is the answer to focus on a
girl only market?
• Is there a risk in splitting
game content?
8. Or Access All Areas?
• Do we expand the existing
game market to include both
male and female interests?
• Create stronger female
characters in traditional boys
games.
• Better marketing for existing
games to female consumers.
9. Breaking the cycle.
• Informing teachers, parents
and careers advisors about
the games industry.
• Ensuring correct information
is passed on to children and
young adults.
• Increase the number of
women working in the games
industry.
10. What you can do to help.
• Be aware of ALL the subjects that are
relevant to the games industry, not just art
and computer science.
• Use games as examples to make tedious
subject more interesting.
• Let girls know that the industry is not just
for men.
11. References
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Cassell and Jenkins 1994
Comber, Colley, Hargreaves and Dorn, 1997
Denise Agosto, 2001
Gailey, 1996
Gorriz & Medina 2000
Heyman and Berstein, 1996
Kafai, 1996 – 1998
Kramer and Lehman 1990
Miller, Chaika and Groppe, 1996
Sheri Graner Ray and Heather Kelley, 2004
Subrahmanyam and Greenfield, 1998
Tracy Deitz, 1998
Uzoamaka Nzegwu 2000
Wilder, Mackie and Cooper, 1985
Winter 2000
G. Beato, 1997