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Women and Game Culture: Do girls play games

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From Barbie to Mortal Kombat. The Sims. Massively Multiplayer Online Role Playing Games ... Less access to technology which may benefit their futures (Home ... – PowerPoint PPT presentation

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Title: Women and Game Culture: Do girls play games


1
Women and Game CultureDo girls play games?
  • Aleks Krotoski
  • University of Surrey
  • A.Krotoski_at_surrey.ac.uk
  • http//www.surrey.ac.uk/psp1ak

2
-History of women and computer games -The things
that appeal -Hijacking the mainframe women's
and MMOGs -Barriers to entry
3
History of women and gaming
  • Proud beginnings
  • Ada Lovelace
  • Grace Hopper
  • Donna Bailey to Roberta Williams

4
In the beginning
5
Later
6
Or
7
History of women and gaming
  • Girl Games
  • From Barbie to Mortal Kombat
  • The Sims
  • Massively Multiplayer Online Role Playing Games
  • SingStar, Dance Mat and EyeToy
  • Quake and Halo 2?

8
Result of gendered entertainment?
  • Proliferation of boy genres
  • Shooters, sports simulations
  • Magazine ads

9
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10
Result of gendered entertainment?
  • Proliferation of boy genres
  • Shooters, sports simulations
  • Magazine ads
  • Fewer female players
  • Less access to technology which may benefit their
    futures (Home Office, 2001)

11
Current Player Demographics Girls and games
GameVision Dromgoole, 2004
12
Current Player Demographics Girls dont play
games?
  • Men play 12.34 hours per week
  • Women play 9.22 hours of play per week

GameVision Dromgoole, 2004
13
Current Player Demographics Girls dont play
games?
  • Girls
  • Preferred console is PS1
  • Bargain purchaser, relies on recommendation or
    existing IP
  • Boys
  • Preferred console is PS2
  • New games, sports games, FPS

14
What women want
  • A social life
  • Something worthwhile
  • Something they can learn from (Graner Ray, 2003)
  • A storyline with good characters
  • Nothing that forces them to learn a completely
    useless skill

15
Social Life (internet) worthwhile (learning
story) a familiar medium (PCs) Massively
Multiplayer Online Games (MMOGs)
16
MMOGs Who?
Fantasy-based games 12-20 (like Dungeons and
Dragons, 5-15) The Sims Online 60 5-6 years
older than men Kids Steady relationship
(60.3) (Yee, 2002a, 2002b Lewis, 2004)
17
MMOGs How?
  • Men introduce them
  • Play with romantic partner (69.5)
  • learning bonus boost RL bonds and solve RL
    problems
  • New Mums

18
MMOGS Why?
  • Open-ended
  • Relaxation of traditional objectives
  • Real-Life (RL) communities and relationships
  • More likely than men to
  • Interact with the same others
  • Engage in group activities
  • Perceive online friends and more like themselves
    than their offline friends
  • Disclose personal information about themselves to
    online friends
  • Stay dedicated they dont swap titles, or they
    migrate to new ones together
  • Be satisfied with their game
  • In-game repercussions help shape the world!
  • More likely to hold powerful leadership roles
  • Direct activity, diplomacy and in-game politics

19
MMOGs and the Self
  • RL limitations for self-actualisation
  • Possible selves, career, leisure
  • Taylor and EverQuest mastery, social
    involvement and exploration without fear for
    safety
  • Sherry Turkle and the MUDs Identity Laboratories

20
Deterrents Solutions They have to change - not
us.
  • Play
  • something a woman is not (Turkle, 1985)
  • Marketing and its malcontents
  • Products that dont speak to a broader audience
  • Economics
  • Bargain bins and the hardcore gamer
  • Time
  • interstitial gaming
  • Work
  • male culture
  • Quality of Life

21
Is the games industry a place for gender
diversity?
  • Demographics
  • Art and Design 91 men 9 women
  • Programmers 98 men 2 women
  • Senior Management95 men 3 women
  • Sales/Marketing/PR 74 men 26 women
  • Applicants per year???
  • From Chicks and Joysticks An exploration of
    women and computer gaming, commissioned and
    published by ELSPA 2004

22
Is the games industry a place for gender
diversity?
  • Methods of recruitment
  • 42.9 advertise in specialist magazines
  • 64.3 recruit through specialist agencies
  • 14.3 approach schools, colleges
  • Job disparities due to gender
  • 353.57 less at starting salary
  • 6,738.03 pay gap
  • 0.4 women hold Lead, Director, Management
    positions versus 1.2 of men
  • Slower promotion times (approximately 6 months)
  • From Chicks and Joysticks An exploration of
    women and computer gaming, commissioned and
    published by ELSPA 2004

23
Is the games industry a place for gender
diversity?
  • All signs point to no.
  • Future research
  • What would a broader appointments drive do for
    games industry diversity?
  • How can girl games scholarships increase female
    participation in games courses?
  • How can an increase in role models in the games
    industry increases female participation in games
    courses?

24
Summary
  • Women have been involved since year dot
  • Pink games work for kiddies but not for grown-ups
  • New technologies are pushing the gender divide
  • Industry diversity is rubbish

25
Women and Game CultureDo girls play games?
  • Aleks Krotoski
  • University of Surrey
  • A.Krotoski_at_surrey.ac.uk
  • http//www.surrey.ac.uk/psp1ak
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