Title: Gender Inclusive Game Design
1Gender Inclusive Game Design
Sheri Graner RayACC Summer InstituteAustin
Community CollegeJuly 14, 2006
2Sheri Graner Ray
- Started in games in 1990
- Worked with such companies as Origin/EA, Her
Interactive, SOE, Cartoon Network and others - Author of Gender Inclusive Game Design Expanding
the Market - Co-founder and Exec. Chair of Women In Games
International - Hard Core Gamer (20 hours a week)
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
video game we are blaming the GIRLS for not
playing because they are GIRLS. - By making it the girls' fault they don't play
computer games, the industry has let itself off
the hook for making any changes to what they are
doing. - By believing that there is one silver bullet
game that all girls will play, we are telling the
game industry they don't have to change anything
they are doing.
20Broadening your audience
21DISCLAIMER 1
- In this talk I'm going to discuss developing
titles 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 currently play games, 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
25Houston, we have a problem
- 52 of internet users are female
- 70 of casual, online gamers are female
- Girls control 14 billion a year in disposable
income
- Less than 10 of the audience for traditional PC
games is female - Less than 15 of Nintendos user base is female
- Less then 20 of the audience for traditional
online titles are female
26What can we do?
- We can remove barriers from our titles today that
prevent women from accessing them.
27Just a few areas where barriers exist
- Learning styles
- Avatars
- Communication
- Production environment
28Gender 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.
29Solution
- Design tutorials that use imitative models as
well as explorative models - Look at educational software for examples
30- Avatar \Avatar"\, n.1. ltchat, virtual
realitygt An image representing a user in a
virtual reality space.
31We need a hero!
32- Because they represent heroes, male and female
avatars will often exhibit exaggerated physical
signals of youth strength, and fertility/virility
33Youth, 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
34- Very often female avatars display exaggerated
physical signals of sexual receptivity.
35Sexual 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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38Solution
- Build attractive female figures that are not
hyper-sexualized. - Use female athletes as body models.
- Focus group test your avatars with female players.
39Electronic Communication
- Males and females communicate very differently,
and this carries through to electronic
communications.
40Communications differences
- Males
- Rough language
- Attempt to dominate through put downs
- Use sexual humor
- Females
- Formal language
- Attempt to build rapport through questions
- Ceased to communicate when faced with sexual
humor that contained female put-downs
41Just change the keymap to WASD!
- Avoid the use of industry specific jargon in your
documentation, tutorial and game scripts.
42Solutions
- Check your command text for formality and rapport
building language. - Avoid using content that contains sexual humor
based on put-downs of females. - Check your commands for terminology that is
industry specific.
43Production Environment
44Who are you really designing your games for?
- If we do not regularly state that a percentage of
our audience is expected to be female, we assume
we are designing for males.
45Sometimes the best man for the job is a woman
- The game industry isnt on womens career radar
- Must recruit in non-traditional areas
- Build today for employees tomorrow
46Solutions
- Have a clearly defined targeted audience
statement that states you intend to design for
females as well as males. - Throughout your documentation, avoid using only
he to describe your player. - Involve more women in your development process
find them through creative recruiting
47Where to start
- Adjust tutorials to allow for modeling learning
styles - Make female avatars attractive, but not
hyper-sexual - Clearly state you intend your audience to contain
females - Seek out qualified female candidates
48But what if the player is female?
Sheri Graner Ray ACC Summer InstituteAustin
Community College July 14, 2005