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WOMEN IN GAMES or lack thereof

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Both boys and girls are equally adept ... a proven strong market for girl' games. ... focus on a girl only market? Is there a risk in splitting game content? ... – PowerPoint PPT presentation

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Title: WOMEN IN GAMES or lack thereof


1
WOMEN IN GAMESor lack thereof
  • An insight into the world of games and how to
    introduce a more gender-neutral game society.

2
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.

3
2. BoysGamesBoys 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.

4
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.

5
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.

6
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
    non-traditional career roles.

7
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.

8
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?

9
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.

10
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.

11
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.

12
11. References
  • 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
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