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Gender Inclusive Game Design:

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Title: Gender Inclusive Game Design:


1
Gender Inclusive Game Design
  • Expanding the Market

Sheri Graner RayWomen in Games Conference 2004
University of Portsmouth June 11, 2004
2
Sheri Graner Ray
  • Sr. Designer, Sony Online Entertainment
  • Co-chair of the IDGAs Women in Game
    Development SIG
  • Author of Gender Inclusive Game Design Expanding
    the Market

3
Pink Poisona brief history of the girls game
movement
4
1995
5
Why should we make games for girls?
6
1996
7
How do we make games for girls?
8
1997
9
1997-1999
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See? We told you girls dont play computer
games!
12
Why did this happen?
  • The industry took an entire market of women and
    defined it as a genre of fashion, shopping, and
    makeup games for girls ages 6-10.

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  • Computer game revenues have topped 9.4 billion
    dollars, outranking Hollywood box office
    receipts.
  • Salon magazine.
  • So whats the problem?

15
  • The traditional target market of males ages 15-25
    is not growing as fast as the games industry.
  • Salon Magazine

16
Today, females between the ages of 15 and 25
control over 14 billion dollars a year in
disposable income. -Newsweek Magazine
17
Houston, we have a problem.
  • 52 of internet users are female
  • 70 of casual, online gamers are female
  • 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

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  • We can remove barriers from our titles that
    prevent women from accessing them.

21
Just a few areas where barriers exist
  • Learning styles
  • Price of failure
  • Avatars
  • Communication
  • Production environment

22
Warning
  • The following information is based on broad
    population generalities. It is highly likely you
    will know of someone that does not fit exactly
    into these profiles.
  • (If you are female and you are in the audience
    todaythen that person will most likely be you!!)

23
Gender Differences in Learning Styles
  • Males
  • Females
  • Risk-takers
  • Explorative
  • Want to know how it
  • works first
  • Modeling

Most of the tutorials in todays games are
designed to appeal to an explorative learning
style.
24
Solution
  • Design tutorials that use imitative models
  • Look at educational software for examples

25
The Price of Failure
  • Males
  • Females
  • Punishment for Error
  • Forgiveness for Error

Most games today punish the player for errors
either in the form of loss of lives,
irretrievable loss of items or loss of progress.
26
Solution
  • Identify the victory conditions for your titles
    and consciously design such that failure to meet
    those conditions does not result in irretrievable
    loss.

27

Avatar \Avatar"\, n.1. ltchat, virtual
realitygt An image representing a user in
amulti-user virtual reality space.
28
We need a hero!
  • Male and female characters will often exhibit
    exaggerated physical signals of youth and
    fertility/virility

29
Youth and Fertility/Virility
  • Males
  • Large Shoulders
  • Slim waists
  • Slim hips
  • Long, thick hair
  • Females
  • Large breasts
  • Breasts placed high on the chest
  • Slim waists
  • Round derrieres
  • Long, thick hair

30
  • Very often female avatars display exaggerated
    physical signals of sexual receptivity.
  • Male avatars rarely display these signals.

31
Sexual receptivity
  • Red, full lips
  • Heavy lidded eyes
  • Heavy breathing (usually indicated by a slightly
    open mouth)
  • Erect nipples

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Solution
  • Build attractive female figures that are not
    hyper-sexualized.
  • Use female athletes as body models.
  • Focus group test your avatars with female players.

35
Communication
  • Males and females communicate very differently,
    and this carries through to electronic
    communications.

36
Communications 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

37
Solution
  • Avoid using content that contains sexual humor
    based on put-downs of females.
  • Check your command text for formality and rapport
    building language.
  • Check your commands for terminology that is
    industry specific.

38
Production Environment
  • Or
  • What were you thinking?

39
  • Who are you really designing
  • your games for?

40
If we do not regularly state that a percentage of
our audience is expected to be female, we assume
we are designing for males.
41
Solutions
  • 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.

42
Where to start
  • Adjust tutorials to allow for modeling learning
    styles
  • Consider forgiveness for error rather than
    punishment
  • Make female avatars attractive, but not
    hyper-sexual
  • Remove sexual humor that belittles females
  • Clearly state you intend your audience to contain
    females

43
But what if the player is female?
Sheri Graner RayWomen in Games Conference 2004
University of Portsmouth June 11, 2004
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