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

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

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.

2. Boys+Games=Boys 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.

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.

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.

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.

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.

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?

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.

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.

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.

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