Gender Inclusive Game Design Expanding the Audience Sheri Graner Ray ACC Summer Institute Austin Community College July 14, 2006.

Slides:



Advertisements
Similar presentations
Question Exploration Guide
Advertisements

Chapter 15 Employment Communication
This is How We Do It: Disability, Dating, and Sex A presentation by the National Youth Leadership Network Youth-to-Youth Training.
Cultural Competency and Diversity Training. Child & Family Services is committed to: Recruiting a diverse staff that reflects the communities we serve;
How to Pitch Your Company to Investors Presented by Community Capital New York Hudson River Ventures Orange County Business Accelerator July 30, 2014.
Mr. Richards – EMS3O (Advertising Unit).   What percentage of violent crime in Canada is committed by males?  90%  What percentage of violent crime.
University of York Department of Health Sciences Presentation Skills By Ian Cole Lecturer in C&IT.
Which Me Should I Be?.
Catherine Hebert Michael Pieper Ryan Richardson Rhiannon Way Kim Whalen.
Analysis Of I POP Foundation Production. The Artists and My Audience The genre of my magazine was pop.Which in itself means popular music. Its genre’s.
Mary Boushra. For my media studies course I was asked to produce a music magazine, but only the front cover, contents page and double page spread. The.
“But what if the player is female?” Gender Inclusive Game Design Sheri Graner Ray GenCon Indianapolis, IN August 2006.
The Interview – presenting yourself in person
Cultural Differences Gender Differences Interview Tips: Before, During, and After.
Gender Inclusive Game Design: Expanding the Market Sheri Graner Ray Women in Games Conference 2004 University of Portsmouth June 11, 2004.
Aspirations and motivations of women working in the games industry. Julie Prescott, PhD student Dept. Of Clinical Psychology University of Liverpool.
WOMEN IN GAMES or lack thereof An insight into the world of games and how to introduce a more gender-neutral game society.
Healthy Body Image. Find a partner. With your partner write down what you think it means to like and accept your body.
When advertisers are trying to sell products, are they thinking of you? Consider what this little girl has to say:
Nonverbal Communication & Innate Preferences The Science behind First Impressions, Flirting, & Seeking that Special Someone Subconsciously.
Components of Sexuality
TELEPHONE INTERVIEWS : Telephone Interviews are very popular in modern fast work culture. Telephone interviews are often conducted by employers in the.
Gender Inclusive Design and the “M” rated title Sheri Graner Ray Sex and Video Games Conference San Francisco, CA June 9, 2006.
Beauty In the eye of the beholder. Body Image Body image is the mental picture and thoughts and feelings someone has about their body Body image is the.
Gender and Sex Sex is a designation based on biology Gender is socially and psychologically constructed.
The ‘Difference’ approach By Deborah Tannen
Gender Inclusive Game Design What it is and why we need it Sheri Graner Ray ScreenBurn SxSW Interactive Festival March 10, 2006.
Unit I: 1.2 Trends in the Game Market
Who Plays Video Games?. “Most video games are like bad boyfriends--they're too involved with their own male sexuality to even try to crack the female.
Women and gaming A visit to an internet café... An investigation on female gamer in public space.
The Internet Industry Week Four. RISE OF THE INTERNET THE INTERNET – a global system of interconnected private, public, academic, business, and government.
‘Delivering Equality’ Lesbian, Gay, Bisexual and Trans (LGB&T) Module 6: Monitoring LGB&T.
wikipedia shows :Communication is the exchange of thoughts, messages, or information, as by speech, visuals, signals, writing, or behavior.
How much do you know?.   Describes the conscious and unconscious ways we tell others how we are feeling and what we are thinking through:  Body posture,
Managing your Digital Footprint Real Life vs. Digital Life.
In our last videoIn our last video  In video # 1 I introduced you to the idea of sexual triggers and also went over the 6 types of triggers and the mindset.
Session 1 Talk English Friends. Say what you see! The following images are courtesy the Catchphrase website co.uk/catchphrase.php.
Gender Inclusive Game Design Expanding the Market Sheri Graner Ray EGaDs University of Texas September 28, 2005.
Presenting in Prof. Eckert’s Classes Please make sure your presentation gives an opinion or argument on some idea: for example, evaluate the book, or.
Introduction to Feminist Criticism and Gender Studies
Human Development Class: Digital Citizenship September 27, 2013.
DOING BUSINESS IN GERMANY. GERMANY FACT & FIGURES DOING BUSINESS IN GERMANY Official name : Federal Republic of Germany Capital : Berlin Area : 147,883.
Digital life 101 Essential Question What is the place of digital media in our lives?
1 Introduction to Athlete Leadership. Course Overview 2 Part 2: ALPs and You Part 1: Overview of ALPs Part 3: Your Mission Statement.
How to make them better.. Online Gaming The most preferred entertainment option of today’s generation.
The Deconstruction and Analysis on the “Dirtiest” Product Sellers By Lachlan Brown.
EXPLAIN THE INTENDED PURPOSE AND FEATURES OF AT LEAST TWO DIFFERENT GRAPHIC PRODUCTS LOUIS BIRD.
Online Predators PSA Cydney Carter 7 th hour Mrs. Anaya English 101.
Choose a category. You will be given the answer. You must give the correct question. Click to begin.
PLAYING WITH OURSELVES 1.Quiz 2.Coursework 3.Discussion 4.Lara Croft.
Getting the Interview: Make your Application Stand Out and Get Noticed Matthew Heiydt.
HOW DID YOU ATTRACT/ ADDRESS YOUR AUDIENCE? Charlotte Page.
How To Analyze a Political Cartoon. Step 1: Identify images Identify images and what they could represent. Be sure to look for the major images or groups.
She is short. (10’) She is very small. (8’) She has straight shoulder-length hair. (6’) She is pretty. (4’) She is a new friend of yours. (2’) You learnt.
Interpersonal Communication Chris Houghton. Modulating Voice  This would be the change of tone in your voice, being quiet (Whispering) or being loud.
Marketing. By Ellie Wright. Marketing We have decided that we are going to market our film by using our film trailer, film posters and a magazine cover.
Evaluation Question 2 How effective is the combination of your main product and ancillary texts?
Our technological footprints and their impacts on employers.
Introductions In an Argumentative Essay. What does a good introduction do?  Introduces the topic to the reader and gives some background – be specific.
By: WenHao Wu. A current situation that I have is that I cannot decide if a computer career is for me. I am considering any career in computers, but I.
Diversity: A Reachable Goal Sheri Graner Ray GDC 2006 March 24, 2006.
Conflict Resolution. 3 Basic Conflict Styles ➔ Avoidance ➔ Confrontation ➔ Problem - Solving.
Codes and conventions of R&B. Men’s Fashion Topless – for example Trey Songz is usually pictured in his videos with very minimal clothes on; this is because.
Communicating Effectively. Effective Communication Demonstrating effective communication skills and resistant skills is critical in building and maintaining.
New Agent Development – Really? Chris DiSalle, Managing Partner, CMO Complete Brokerage Services Inc. June 1, 2011 Share the tools.
The Internet Industry Week Two.
Media Images How does media reinforce stereotypes, hypersexualization, hypermasculinity and gender norms? Antigonish Women’s Resource Centre and Sexual.
Media Images How does media reinforce stereotypes, hypersexualization, hypermasculinity and gender norms? Antigonish Women’s Resource Centre and Sexual.
Master the College Visit & Fair: From Captive to Client!
Presentation transcript:

Gender Inclusive Game Design Expanding the Audience Sheri Graner Ray ACC Summer Institute Austin Community College July 14, 2006

Sheri 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)

Pink Poison a brief history of the girls’ game movement in the U.S.

1995

“Why should we make games for girls?”

1996

“How do we make games for girls?”

1997

March 1999 Big Pink Buys Purple Moon Oct 2001 Mattel Sells Interactive Division

“See? We told you girls don’t play computer games!”

Why did this happen?  A lot of bad assumptions were made regarding girls and games

Bad Assumption #5  Girls love Barbie TM ! We'll make all our girls' games just like Barbie TM!

Bad Assumption #4  Girls would love our game if they played 'em! We just need to trick 'em into playing them!

Bad Assumption #3  Girls hate violence. We'll make non- violent versions of our game!

Bad Assumption #2  Girls love cute cuddly things! We'll make games about that!

Bad Assumption #1  If we make a girls' game, we'll make a fortune because all the girls will play it!

The 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.

Broadening your audience

DISCLAIMER #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.

DISCLAIMER #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.

DISCLAIMER #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!

Broadening 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

Houston, we have a problem  Less than 10% of the audience for traditional PC games is female  Less than 15% of Nintendo’s user base is female  Less then 20% of the audience for traditional online titles are female  52% of internet users are female  70% of casual, online gamers are female  Girls control $14 billion a year in disposable income

 We can remove barriers from our titles today that prevent women from accessing them. What can we do?

Just a few areas where barriers exist  Learning styles  Avatars  Communication  Production environment

Gender Differences in Learning Styles MalesFemales Risk-takers Explorative Want to know how it works first Modeling/Imitative Most of the tutorials in today’s games are designed to appeal to an explorative learning style.

Solution  Design tutorials that use imitative models as well as explorative models  Look at educational software for examples

Avatar \Av`a*tar"\, n. 1. An image representing a user in a virtual reality space.

We need a hero!

 Because they represent “heroes”, male and female avatars will often exhibit exaggerated physical signals of youth strength, and fertility/virility

Youth, 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

 Very often female avatars display exaggerated physical signals of sexual receptivity.

Sexual 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.

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

Electronic Communication  Males and females communicate very differently, and this carries through to electronic communications.

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

“Just change the keymap to WASD!”  Avoid the use of industry specific jargon in your documentation, tutorial and game scripts.

Solutions  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.

Production Environment  “What were you thinking?”

Who 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.

Sometimes the best man for the job is a woman  The game industry isn’t on women’s career radar  Must recruit in non-traditional areas  Build today for employees tomorrow

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.  Involve more women in your development process – find them through creative recruiting

Where 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

“But what if the player is female?” Sheri Graner Ray ACC Summer Institute Austin Community College July 14, 2005