Title: But what if the player is female
1But what if the player is female?
- Gender Inclusive Game Design
Sheri Graner RayGenConIndianapolis, INAugust
2006
2Sheri Graner Ray
- Computer game designer since 1990
- Worked with such companies as Origin/EA, Her
Interactive, SOE, Cartoon Network, and others - Recipient of 2005 IGDA's Game Developer's Choice
Award - Author of Gender Inclusive Game Design
Expanding the Market - Co-founder and Exec. Chair of Women In Games
International
3Pink Poison
- a brief history of the girls game
- movement in the U.S.
41995
5Why should we make games for girls?
61996
7How do we make games for girls?
81997
91997-1999
10March 1999 Big Pink Buys Purple Moon
Oct 2001 Mattel Sells Interactive Division
11See? We told you girls dont play computer
games!
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13Why did this happen?
- A lot of bad assumptions were made regarding
girls and games
14Bad Assumption 5
- Girls love BarbieTM! We'll make all our girls'
games just like BarbieTM!
15Bad Assumption 4
- Girls would love our game if they played 'em! We
just need to trick 'em into playing them!
16Bad Assumption 3
- Girls hate violence. We'll make non-violent
versions of our game!
17Bad Assumption 2
- Girls love cute cuddly things! We'll make games
about that!
18Bad Assumption 1
- If we make a girls' game, we'll make a fortune
because all the girls will play it!
19The Dark Side
- By stating Girls don't like ______ type of
game we are blaming the GIRLS for not playing
because they are GIRLS. - By making it the girls' fault that they don't
play computer games, designers have let
themselves off the hook for making any changes to
what they are doing. - Believing that there is one silver bullet game
that all girls will play, is a little like
believing there is one game that all Japanese
people will play.
20Broadening your audience
21DISCLAIMER 1
- In this talk I'm going to discuss developing
games for an audience that is expected to contain
females, but are not targeted directly FOR
females. -
22DISCLAIMER 2
- When I say a particular trait is a male or
female, I mean the population that expresses
that trait is made up predominantly of that
gender. However, it is by no means exclusive to
that gender.
23DISCLAIMER 3
- I am speaking in broad population generalities.
It is highly likely that you will know someone
who does not fall within these descriptions. If
you are female and and in the audience today,
that person will likely be YOU!
24Broadening the audience
- Decide if you are making a title for a diverse
audience or a specific audience - Identify a market you wish to include in your
target audience
25What can we do?
- We can remove barriers from our titles today that
prevent women from accessing them.
26Just a few areas where barriers exist
- Learning styles
- Character Representation
- Conflict Resolution
- Reward and punishment
27Gender Differences in Learning Styles
- Want to know how it works first
- Modeling/Imitative
Most of the tutorials in todays games are
designed to appeal to an explorative learning
style.
28Solution
- Design tutorials that use imitative models as
well as explorative models - Look at educational software for examples
29Character Representation
- Game art
- Marketing materials
- Illustrations
- Box/book covers
- Game avatars
- Miniatures
30We need a hero!
31- Because they represent heroes, male and female
characters will often exhibit exaggerated
physical signals of youth strength, and
fertility/virility
32Youth, Strength and Fertility/Virility
- Males
- Large Shoulders
- Slim waists
- Slim hips
- Large, muscled legs
- Long, thick hair
- Females
- Large breasts, placed high on the chest
- Slim waists
- Round derrières
- Long, thick hair
33- Very often female characters display exaggerated
physical signals of sexual receptivity.
34Sexual receptivity
- Red, full lips
- Heavy lidded eyes
- Heavy breathing (usually indicated by a slightly
open mouth) - Erect nipples
- These signals are the same for the human male
body as they are for the female body.
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37Solution
- Build attractive, heroic female figures that are
not hyper-sexualized. - Use female athletes as body models.
- Focus group test your art with female players.
38Conflict Resolution
- Males and females deal with conflict situations
in very different ways.
39Conflict Resolution Differences
- Males
- Prefer a confrontational, head to head
situation - Prefer a binary win/lose resolution
- Prefer direct competition
- Will attempt to dominate the group to enforce
their rule set
- Females
- Prefer indirect competition
- Prefer to use negotiation, compromise and
manipulation - Prefer emotional resolution
- Will build consensus
40Solutions
- Consider providing for indirect competitive
models - Include emotional resolution as well as
win/lose resolution - .
41Response to Error
- Males and females will choose to impose different
responses to error upon their fellow players
42Response to Error
- Males
- Prefer to impose punishment for error
- Females
- Prefer to impose forgiveness for error
Forgiveness for error encourages play.Punishment
for error tests tolerance.
43Solution
- Design your victory/loss conditions so that error
on the players part does not lead to
irretrievable loss of progress - .
44Where to start
- Adjust tutorials to allow for modeling learning
styles - Make female avatars attractive, but not
hyper-sexual - Consider alternative conflict resolution models
- Use alternative error response models
45But what if the player is female?
Sheri Graner Ray GenConIndianapolis August,
2005