Stereotyping the Digital Gaming World
Transcription
Stereotyping the Digital Gaming World
Manhandling Joysticks & Pushing Buttons Gender and Computer Games Elizabeth Valentine BSc Multimedia Technology & Design 26th April 2004 University of Kent Word Count (excluding appendices): 29, 741 1 Contents Contents ____________________________________________________________________ 1 Acknowledgements____________________________________________________________ 3 Thank you to those that have helped __________________________________________________3 Abstract_____________________________________________________________________ 4 Introduction _________________________________________________________________ 5 Aims and Objectives __________________________________________________________ 10 Literature Review: ___________________________________________________________ 11 The Current State of Play _____________________________________________________ 11 Introduction to the literature _______________________________________________________11 Social placement of games in society _________________________________________________12 Cultural influences on games, and by games___________________________________________13 Gender differences and construction: misogynistic and homophobic constructions of heterosexual masculinity and the reduction of femininity ________________________________15 Gendered technology ______________________________________________________________17 Women’s sideline role _____________________________________________________________20 Females as ‘other’ than the ‘norm’: adverts and software _______________________________21 [Self] exclusion from male game spaces _______________________________________________23 Ideas perpetuated in magazines and communities ______________________________________24 Women as ‘Booth Babes’___________________________________________________________28 Games that make you wonder! ______________________________________________________30 Women as characters compared to male characters ____________________________________31 Male gamers and female interaction _________________________________________________38 Women as gamers ________________________________________________________________39 Male game themes ________________________________________________________________41 We don’t care! ___________________________________________________________________43 Games as the door to technology ____________________________________________________44 Why women should be involved _____________________________________________________44 Employing more women ___________________________________________________________48 Designing for females______________________________________________________________50 General game [mis] conceptions _____________________________________________________52 Changes in society, culture, and interaction styles ______________________________________55 Methodology ________________________________________________________________ 57 Introduction _____________________________________________________________________57 Manhandling Joysticks & Pushing Buttons – Liz Valentine 2 Questionnaire ____________________________________________________________________57 Results of observation of people in game shops_________________________________________59 Findings and Discussion ______________________________________________________ 61 Findings from questionnaire ________________________________________________________61 Results of observation of people in game shops________________________________________101 Bibliography _______________________________________________________________ 111 Academic Literature - Published Books _____________________________________________111 Academic Literature – Internet Based _______________________________________________111 Popular Literature Resources______________________________________________________112 First Hand Resources_____________________________________________________________113 Manhandling Joysticks & Pushing Buttons – Liz Valentine 3 Acknowledgements Thank you to those that have helped There are thanks due to many people for their involvement in my project. It has been an intensive time, and I am very grateful to my mum and boyfriend for listening to me as I discuss issues (sometimes vociferously) and for helping me structure my arguments in doing so. I also must thank my project supervisor, Ania Bobrowicz, and my tutor, Prof. Mike Fairhurst, for encouraging me to continue and giving me direction, and to the person who first helped me think of this area of study, David Byers-Brown. Many thanks go to the individuals who filled in my questionnaire, although I do not know who most of you are, and to those on various forums, who helped me by letting me test various views on them. Thanks even go to those who sent me complaints and statements such as “…so what? [Girls have] Barbie dolls. There are toys for both sexes, so no one is left out.” The only people who said such things were male, and to some degree such narrow minded stereotyping persuaded me that this was a cause worth investigating even further. Manhandling Joysticks & Pushing Buttons – Liz Valentine 4 Abstract The lack of female uptake of videogames has been recognised as a problem, yet video games for females are nothing more that Mary-Kate and Ashley, or Barbie franchise products for young girls. The audience for games is assumed to be young and young adult males. We have a condition currently where modern technology is seen as a male ‘thing’. The roles of females with respect to games and gaming culture, have developed into stereotypical expectations and they are not expected to want to play, nor to be any good at it. This idea is perpetuated and fed by articles found in games magazines, promotional material from games companies, and online games communities. Males as gamers themselves may be misogynistic in their treatment of female gamers, either harassing them, or ‘being lenient’. There are female gamers, and of those that exist, they have different ideas about what ‘gaming’ should mean for women. Games are recognised as a first step to computer literacy, confidence and competence. Female lack of acceptance in the games culture keeps them from ever viewing technology careers as appropriate. You can argue that an increase in the number of women working in game design would increase further female uptake of the pastime and career, as more females would view it as non-threatening. But there are split views on how games should be designed for females, if indeed segmentation of the market is desirable. Also, games companies are reluctant to part from their ‘winning’ formula for games design that they currently employ, as they fear the financial implications of ‘getting it wrong’. The future of videogames has a large growth possibility, and potential to infiltrate many more peoples’ lives. If games can mature to embrace new cultural influences; if softcore representations of females can be reduced to a minority; and if we can design aesthetic characters people wish to play, more people may see gaming as a fun pastime. For the sake of the technological empowerment of women, encouraging females to play is desirable. In this research dissertation I will look at issues surrounding female gaming, with view to providing some statistics and a general idea of ‘what women want’. I will study what keeps more females from playing, and look at the problems that female gamers face when they play. Manhandling Joysticks & Pushing Buttons – Liz Valentine 5 Introduction This front page from Edge magazine, below (Image 1) illustrates the issues surrounding gender and video games. Edge is a console-independent gaming magazine that features articles/reviews about games and consoles, as well as details on, and coverage from conventions, adverts for new games, and employment adverts. The magazine is aimed mainly at teenage/young adult gamers. Image 2: Edge, issue 121, The Girl Issue, March 2003 The lack of female uptake of videogames has been recognised as a problem, and acted upon by academics and industry since the mid 1990’s. For instance, companies making games specifically for girls, which implement ‘feminine’ gaming structures, have been created and have disappeared. Video games for females are currently nothing more that Mary-Kate and Ashley, or Barbie franchise products for young girls. Manhandling Joysticks & Pushing Buttons – Liz Valentine 6 The social placement of games in our current society assumes the audience to be young and young adult males. They spawn community spirit and have a large following, different ways of writing and speaking, and effectively drive a barrier between sections of society. There are those that ‘get’ games, and there are those that do not. The wedge between parents and children is obvious, as is that between male and female, although neither are absolute. Games boast many cultural sources, and the extent to which Japanese and Western (primarily British, American, Canadian, and French) cultures and animation styles have been intertwined and have infected youth culture is clearly visible. Games also borrow from, and give to, films and music, building associated art forms. However, all is not equal as the Edge article suggests. This is the domain of young males and, increasingly, young adult males, who seek to, and are provided with the means to refute femininity and establish their own heterosexual masculinity through game play. What this masculinity actually is, depends largely on many social and cultural influences stating the ‘unwanted or other’ through misogynistic and homophobic texts, semiotics, and imagery, and of course, through the interactive medium of the video game. We have a condition currently, although it is hoped to improve over time, where modern technology (and hence computers, consoles and games) is still seen as a ‘man’s or boy’s’ thing. This gendering of technology leads to a lack of females in computer-literate roles (beyond secretarial work) and a culture in which it is hard for females to become accepted users of the technology, due to their own concept of the technology as masculine, and their inability to use it, or due to unreasonable pressure from the males to ‘stay out’, or due to sexual harassment. Females are not expected to be part of the game audience, and are largely left out altogether or, at worst, exploited as sexual targets and bodies to be manipulated, or as a source of ridicule. Females are regarded as ‘other’ than male, and other than ‘normal’, and hence, even androgynous games and characters are coated in masculinity and advertised using what is considered as ‘male’ techniques. Where products are designed ‘for girls’ they are invariably designed for younger girls, shaded in pink, intended to develop a nurturing instinct, and promoted in great contrast to the ‘norm’ in such a way that no ‘boy’ would consider touching Manhandling Joysticks & Pushing Buttons – Liz Valentine 7 them. After the age where Barbie looses her appeal, if indeed she had one to start with, females are left largely stranded, and assumed to be content with shopping and talking. The roles of females with respect to games and gaming culture, have developed into stereotypical expectations that girls will only be around games to watch their boyfriends or sons play, and to offer support where needed. They are not expected to want to play, nor to be any good at it. The seemingly pervasive ‘truth’ of this expectation leads the females themselves to believe in its validity, and to perpetuate their own technological insubstantial expectations, and to further distance themselves from arenas of play, that are not ‘rightly’ theirs. The concepts outlined above are perpetuated and fed by articles, adverts, and wording found in games magazines, promotional material from games companies, and in online games communities. Such articles will reveal the roles women are expected to play with respect to gaming. For instance, as real and illustrative large breasted and hot pants wearing ‘booth babes’ used to advertise games and job vacancies, or as sexualised characters, that may take on a number of guises. These roles are ultimately designed to appeal to heterosexual males, as stereotypical fantasies of women that bear little relation to what many females want to see, let alone engage with in a game. Males as gamers themselves may be encouraging to females, but many, and unfortunately the most vociferous, are generally misogynistic in their treatment of female gamers, either harassing them, or ‘being lenient’. There are female gamers, and of those that exist, they have different ideas about what ‘gaming’ should mean for women. Some like to ‘frag’ (blow apart by shooting) aliens online ‘with the best of them’, but some cannot abide the violent themes and competitive structure of ‘masculine’ games. They are often considered ‘tom boys’, frowned on by their female peers for their acceptance of what is generally considered a ‘lazy, anti-social, and immature’ hobby (when they should know better), and viewed as less-skilled, but sexual objects by male gamers: ‘female gamers are hot’. Manhandling Joysticks & Pushing Buttons – Liz Valentine 8 There are some, who say this is not a problem. They want to know what the girls are making a fuss about, and cannot understand why Barbie and shopping is not sufficient. There are also those that slam the females for their whining, and blame their lack of previous input for their lack of acceptability in the culture today. This is obviously a circular argument where by females will be reluctant to engage in a culture and technology that seeks to alienate them, but at the same time, they may see its benefits, and wish to be an active participant, yet they face rejection, humiliation, and nonacceptance at every turn, discouraging them form even trying. Games are recognised as a first step to computer literacy, confidence and competence. Female lack of acceptance in the games culture, and the masculine view of technology, keeps them from ever viewing technology careers as appropriate, and from jobs that they may enjoy, and be good at. Ultimately it maintains the opinion that male activities are more taxing and worthwhile than female activities, which males do not do, as they are beneath them. An increase in the number of women working in game design would increase further female uptake of the pastime and career, as more females would view it as non-threatening. However, this is again, a circular argument, whereby the first steps must be made, but are difficult, before progress can be made. There are implications of employing women in game design, from financial rewards for games companies (whose games may appeal to a wider audience), to more appropriate representations of women, and perhaps, a more ‘mature’ quality, and varied style of games. In order to attract more female employees, games companies may have to make many changes to their social structure, down to removing ‘bikini calendars’ from the walls, and reducing humour that centres on the objectification or belittlement of females. There are split views on how games should be designed for females, if indeed segmentation of the market is desirable. Theories range from reducing violence, changing the reward styles, etc., but it is known that games companies are reluctant to part from their ‘winning’ formula for games design that they currently employ, as they fear the financial Manhandling Joysticks & Pushing Buttons – Liz Valentine 9 implications of ‘getting it wrong’ or discovering that they cannot entice the female market immediately. In order for it to become acceptable for females to play games, and indeed, for males to loose their stigma too, various misconceptions and ideas about gaming must be broken down. Gaming is in itself, not anti-social, or a lazy pastime, especially if considered against ‘acceptable’ hobbies such as reading or watching TV. It may only cause violence (an argument against it) in those predisposed to being violent. If balanced with other pastimes effectively, playing games will not mean that you are lazy or antisocial. Game playing, has still, in some cases a stigma of being a geek, or nerd hobby, an image often upheld by gamers themselves, who enjoy being marked as different. The future of videogames has a large growth possibility, and potential to infiltrate many more peoples’ lives. Through the advent of ever faster internet connections, and increasingly varied interaction styles (moving away from often complex button controls on joy pads) more people may see it as a fun pastime. If games characters, plots, and styles can mature to embrace new cultural influences beyond Manga and comic book art, and, action and sci-fi movies, it will begin to loose its selective appeal. If softcore representations of females can be reduced to a minority, instead of a pervasive majority, and instead we can see characters of both genders developing stylistically, and in mannerisms, to create aesthetic characters one wishes to play, games may have a better future. Of course, there are those that say video gaming is ‘dying’, that it is naive to assume it will become so dominant a pastime, but for the sake of technological empowerment of women, encouraging females to play is desirable. Manhandling Joysticks & Pushing Buttons – Liz Valentine 10 Aims and Objectives Throughout this research dissertation I will be focusing on the following primary question: ‘Are girls put off or discouraged from video gaming by gender representations and expectations?’ I will be looking at it with a view to discovering possible reasons why they may be discouraged, the implications of their disassociation, and possible solutions. I am aiming to develop an understanding of why girls game, and to discover estimated percentage of each gender that play. I want to see if girls feel oppressed by stereotypes, and, if so, which ones, and to assess the damage caused to their chances with technology. I am interested in discovering why gaming is a boy’s only culture, and to see how the females that do game, overcome this. I intend to look at the range of options available to the culture for its progression. I want to find out if it is likely that girls would play games if given more appropriate characters and game styles. It will be enlightening to discover if other girls feel undermined, harassed, or if they simply view games and consoles as boys’ toys, or if they view them with disdain, refuting their potential value. As we are now in the early years of the 21st Century it will be an unsettling thought to find that gender stereotyping and inequality still pervades entertainment culture, and workplaces. I would hope to find a younger generation that are being encouraged to, and who are actively dispensing with these inhibitors. Some of these things will be hard to prove. I know personally of females who berate their technological abilities for no good reason, than perhaps a fear of belittlement, or so they don’t have to ‘try so hard’, and of those who think of me as separate from acceptable femininity for my own knowledge and entertainment choices. If these females passively accept their gender roles, and truly view themselves as such, I will not be able to find discontent, where, given fewer reduced expectations of the female gender, there may be some. I will look at the subject having studied gender from sources that are written for both the equality of women (from a feminist perspective), and also from sources that illustrate the detrimental affects inequality can have on males, and the way in which they are shaped by societies’ idea of masculinity. Manhandling Joysticks & Pushing Buttons – Liz Valentine 11 Literature Review: The Current State of Play Introduction to the literature As a significant part of youth culture today, there are a multitude of magazines, books, websites and other game related resources available to anyone studying the subject of gender and video games. Many of these are popular resources, not academic, and as such will ultimately be perpetuating (and possibly causing) existing ‘popular’ stereotypes and gender roles. I have found that there is little in the way of current academic literature broaching the subject of gender in games. There is a plethora of academic resources that were published in the mid 1990s, saying what is wrong with gender in computer games, and why it should be changed, and covering the first tentative steps of girl and ‘grrrl’ (aggressive female) game movements; but after this I have only found one current book specifically on the subject of designing for women, Gender Inclusive Design, Ray, 2004, that assumes the female to be less receptive to ‘male’ game styles. I am disinclined to think that this lack of current academic research and literature means that people feel that enough has been done. Perhaps those that instigated the gender dispute are waiting to see what happens: waiting to see how gender stereotypes in the computer games culture evolves, from the initial highlighting of the problem. Perhaps they have given up – what if the supposed oppressed and excluded parties were not interested? Perhaps the opposition is too strong, or perhaps, they could see no true way forward? Perhaps there has been enough done? But if this was the case, why are the gender stereotypes and degradation of women still commonplace within the culture? I am more inclined to believe that the continuation of gaming as a male only culture has more to do with resistance from companies who already make a large profit, and who don’t want to take risks, no matter the size of the potential reward, and from male gamers who wish the pastime to remain their arena of play, avoiding the reduction in perceptible power that computers and game technology pervade as ‘masculine’ devices. Manhandling Joysticks & Pushing Buttons – Liz Valentine 12 I will be looking at a wide range of literature, from academic texts, books written for the culture, games magazines, DVD footage of game exposition events, web based forums and other communities, inside the games shops, and at the games themselves. For the remainder of this chapter I shall cover each of the aspects outlined in the introductory chapter in more detail, citing relevant texts and references to support and enhance my evaluation of the culture. Social placement of games in society The social importance of games in our society is larger than ever, with almost every person aware of it, and almost every young person having tried playing at least once. Games consoles and games are extremely popular as Christmas/Birthday presents for young people. Gaming is undeniably there, and one of the major methods of entertainment alongside cinema, and music. It is, however still in its infancy so far as forms of entertainment are concerned. Many groups of people stand a risk of being alienated by inability or lack of confidence with the technology that gaming and computing in general require. “Over the last 15 years entertainment software has emerged as the dominant youth pastime. The market has grown exponentially in value and in terms of its cultural significance. Like rock and roll in its early days, gaming has captivated youngsters and baffled their parents. And because most of us are biased to what we grow up with, a lot of adults favour reading and TV but just don’t ‘get’ games.” (Elspa, 2003) Gaming is however, fundamentally recognised as a male pastime, but strides are taken to open up new sectors of society. “Games machines are already on the road to mass acceptance” (Elspa, 2003). New styles of interaction and fast communications over broadband connections, even when wireless, contribute to greater uptake. Games are also marketed at the disposable income of young adults, as they cost between £30 and £45 on average. This means they are no longer a children’s pursuit alone and the average ages of video game players is estimated at 21, with a large percentage being older: “Games are no longer the domain of young males. For example, the girls’ games movement made great strides in opening up new audiences for games. The internet has introduced gaming to an older, multicultural audience of both genders. An increasingly Manhandling Joysticks & Pushing Buttons – Liz Valentine 13 interactive society will demand interactive entertainment” (Eric Zimmerman, writing for Lucien King, 2002) The success to which these, until now ignored groups, can be targeted is limited by the view of gaming as an immature boys’ hobby. As such, gaming and its significance on the youth culture of today is often underrated, meaning that potentially damaging messages are allowed to pervade the medium. “Perhaps because it is less attractive to an adult than to a youth market, the video game culture is often overlooked as a media source that peddles particular kinds of messages to the young about what it means to be male or female, what it means to relate as gendered beings, and ultimately what it means to be human.” (Howard, 1998) The gaming community is redefining itself as time goes by, aided by the permanent turnover of mediums and technologies that seem determined to stop people catching up. Gamers wield ‘hacker speak’ (l33t, l337, or 1337, pronounced as ‘leet’) to communicate in a new way, and increasingly now, as it becomes overused, to ridicule those that use it to impress. Game talk, as with computer jargon, becomes a barrier to many (especially those loosely termed as not ‘hardcore gamers’), and a way of expressing oneself for others: “For adults and for children who play computer games, who use the computer for manipulating words, information, visual images, and especially for those who learn to program, computers enter into the development of personality, and even of sexuality.” (Turkle, 1984) Cultural influences on games, and by games “[Video games’] looks are inspired by a range of contemporary factors. The Manga art of Japan is one. Dystopian sci-fi movies like Bladerunner are another.” (Elspa, 2003) Perhaps the most culturally significant influence on games is the integration of Japanese and Western cultures and animation styles. Children’s cartoons are filled with ninjas and Japanese derived animated cartoons, (Manga/Anime overlaid with Americanisms), creating a generation of boys who will grow into the next generation of game lovers, perhaps fans of more Japanese culture, and maybe Hentai (Japanese animated pornography) that seems to be a popular vice amongst some young males currently. Thus a ‘nijikon fetchi’ (‘two-dimensional fetish’, also used in relation to three dimensional games characters) is formed across a generation of males. Females Manhandling Joysticks & Pushing Buttons – Liz Valentine 14 on the whole think the whole thing rather immature; it is displayed (perhaps unfairly) as ‘geeky’ card collecting and duelling, fighting, and with girlish, perhaps busty girls squealing in short skirts. They are left with just the Western culture to dictate their expectations, and distaste for this garish mix of cultures that seeks to exploit boys’ love of competition, and that pervades videogames also. The Japanese produce many games, some of which are exported, and many of which are popular: the Final Fantasy series has many female fans due to their unashamed use of romantic mystery, and due to the characters’ depth. The representations are fairly typical of Japanese games, they are not as afraid to show feelings in males, and to treat girls as attractive, but quirky and active; and they are highly stylised and beautiful in their own right. Compare this to representation in Western games featuring the standard butch army man with a busty ‘Jessica Rabbit’ type female draped across his manly chest (to be rescued, pimped, beaten, or otherwise to glorify the males masculinity). This does not always figure - Japanese games can also feature ‘macho’ males (usually more brooding and ‘attractive’ in the face, and with guns, or a huge sword, or a katana to wield) and highly sexualised busty ‘jiggly’ females (who are, in general either very feisty, or very girlish). “The mainstream of videogame character design…has fallen into a rut, especially in the tradition of more ‘realistic’ looking characters that has grown up in parallel to the Japanese ‘deformed’ aesthetic and the global influence of carton animation. There is an identifiable strand of what we might call sci-fi S&M. Much is made of Lara Croft’s generous chest, but her design is positively monastic compared to Ivy from the fighting game Soul Calibur (1999), a whip-wielding dominatrix in a tight basque.” (Stephen Poole, writing for Lucien King, 2002) Cinema and games lend each other cultural styles. Films such as the Matrix borrow the fighting of ‘Street Fighter’ games, and games such as Star wars, borrow the franchises’ motion picture sequences of the film, to fit the story of the game. The tech noir of Bladerunner was easy for games to replicate due to the large areas of black, so this became a favoured backdrop. However, this further increased the idea of games as fantasies and sci-fi dreams. The Final Fantasy film (The Spirits Within) was entirely animated to a very high standard, yet it was not a great success, despite the game series being so “…the immersion and interactivity that gamers love simply cannot exist in a passive medium like film” (Elspa, 2003). The only film to really be considered a success was Tomb Raider; Lara Croft was an icon for many males and females. There Manhandling Joysticks & Pushing Buttons – Liz Valentine 15 is a sense, despite communal voice saying games are becoming more cinematic, that they should stop trying to replace or compete with film but to value themselves as ‘dynamic participatory systems’. Music is used in games to complete the atmosphere, and generally Heavy Metal, Rock, or Dance Music is used, due to its impact, beat and inference of adrenaline. Bands may bid to be on a game’s soundtrack, which can be bought, as the publicity has been proven to increase their album sales through the association. However, this association may become a problem for those who view games badly. “Music has always been an important part of the game playing experience. It provides a pulse for the action and increases the adrenaline flow...the usual soundtrack for gaming is contemporary rock or dance…many record companies now use games to promote forthcoming artists and bands.” (Elspa, 2003) Further cultural crossovers occur due to branding and marketing, for example; because of the high number of Sony Playstation 2 games that use dance soundtracks, and that feature Japanese animation, the console is associated with dance culture and Manga imports. Further branding is achieved in games; around race tracks you may see adverts for real products, further binding the technology and games into the pre-conceptions of what those products offer. The games culture seems to only take those elements of cultures that may be considered ‘geeky’, and it parcels those into a self-defining, self-constraining culture of its own. In this way games do not take on a full role in the pop culture ecosystem. Perhaps if the cultural influences were changed from Dungeons and Dragons fantasy role play and Manga to the many other cultural art forms that exist, more different kinds of people would play. Gender differences and construction: misogynistic and homophobic constructions of heterosexual masculinity and the reduction of femininity Videogame-playing is considered a male pastime; a view encouraged by the use (or abuse) of gender in games magazines, game adverts, and within the games themselves. Games are created mostly by males, for males. With the exception of games such as Disney franchise products that Manhandling Joysticks & Pushing Buttons – Liz Valentine 16 are aimed at preschool children, who may not have already defined themselves as male or female. Games usually feature characters that can be considered as male or female (and if androgynous, the characters are usually called ‘he’). The portrayal and use of gender in games is important as it can construct gender-values for young people. The construction of gender is complex, and it has many influences. In modern culture, games can be considered one of those influences as they affect a large proportion of young people throughout their growing years and puberty. If gender is always constructed in a masculine world, females do not get to understand fully what they should be: while refuting the male’s obsession with breasts and glamorous poses as ‘laddish’ behaviour, they feel inferior to this ideal of femininity. “[Women are] taught to think of themselves in gender binaries…if one saw oneself as ‘feminine’, then one had to adopt certain expectations of gender which would lead oneself and others to expect irrationality, passivity, weakness or what other… constructions were imposed on women’s bodies.” (Colebrook, 2004) Those women wishing for “masculinity put on a mask of womanliness to avert anxiety and the retribution feared from men,” (Butler, 1990), deflecting their intentions to avoid the harassment their threat causes. Similarly, males are taught what it means to be masculine. Masculinity must be achieved, therefore femininity is viewed a ‘disease’ as you must distance self from it to be worthy! Males who play videogames are being forced into roles of masculinity – shaped by the games and the culture, perhaps without realising; being positioned via gender. Pleasure and desire, violence, lawlessness and macho behaviour are endorsed. Males seek to reduce the risk of being seen as effeminate. Women say: ‘I can’t do that as I am just a woman’, men say ‘I’m not doing that – It’s a woman’s thing’. Both sexes have doors closed to them. If anything men have more doors closed now due to self inflicted fear of being ‘un-macho’. In this way the deconstruction of gender binaries is necessary to avoid constraining cultural expectations: “…the emancipation of women was necessary for the emancipation of ‘man’” (Colebrook, 2004), as only once women are no longer viewed as subordinate, will men stop being viewed as macho oppressors. This image of men as allowed to use and abuse is perpetuated in many games (for instance as pimps, violence, glamour shots of women, stripping female characters as levels progress). Little Manhandling Joysticks & Pushing Buttons – Liz Valentine 17 boys laugh at the images as what it means to be a heterosexual man. For instance, Lara Croft is meant for the guys in the long run, not as liberation for women. In fact womens’ desire for liberation and empowerment seem to be a point for humour and sexual perversion amongst men: the strong woman with a gun and ability to jump and kill is a challenge to be broken: and the character can be manipulated and displayed sexually anyway as it is just a creation of a masculine world. Hit her against a wall and she moans as if a porn star. We live in a society where, increasingly children are brought up by single mothers. Boys growing up lack roles models, and the age of military schooling is gone; and males are left trying to prove their heterosexuality themselves. They turn to other resources, such as gaming, to show their heterosexuality and machismo, and refuse the chance of being labelled a ‘poof’. In this way, perhaps male need gaming to remain as their institution: “Through participation in the practices associated with video gaming boys and young men enter into a discursive field within which constructions of hegemonic masculinity dominate. Little wonder that girls and young women become non players; that they see themselves as bystanders or spectators in this highly masculinised field. Little wonder, also, that the field becomes eminently desirable and attractive to boys and young men as an arena within which to learn and to practice the ‘doing’ of masculinity.” (Howard, 1998) Gendered technology While the Internode forums (online forum for computer enthusiasts and gamers), having searched for ‘girl gamers’, I found a post that stated “the best way to get her slightly interested in what we do, is to build her a box she can call her own…many geeks I know have enough spare parts lying around…to build a half respectable machine for the little woman. Trust me, she doesn’t need the latest and greatest like you do, last years, or even two years technology…will keep her very happy”. I understood the offer, but the way in which it was put (amongst male friends) was demeaning; indicating that old technology is good enough for a female, but not a male, and reaffirming the image of females as unable to use technology: “The PC has long been thought of as one of the bastions of maledom. Often getting lumped into the same category as cars and football, computing is regarded as being something Manhandling Joysticks & Pushing Buttons – Liz Valentine 18 that women may enjoy from time to time, but only men really and truly ‘get’.” (Article called ‘I.T. Girls’, Custom PC magazine, Nov 2003) This image, of the male centric technology of computers, and male activities as difficult prevents women from partaking in them. Males, conversely, don’t do ‘girl’s’ activities as they are inferior. This is, surely, an outdated view. Males seem to ‘need’ a piece of technology to call their own, with which to undermine females’ independence, and as soon as the computer and games consoles become widely used by females, they will loose their image of power, and men will have to move on to a new technology, or else create their own personal manifestation of masculinity. Many researchers believe that the ‘computer as a male object’ is learnt at an early age. Boys are given machine like toys, including games consoles and computers, and are encouraged to play with them, and to understand them. Some boys develop an understanding of basic programming from a very early age just by ‘playing’ with consoles and early computers. They feel confident using computers and know that they are ‘theirs’. Conversely, girls are giving productive items, crafty toys, and dolls, or clothes. If they are given computer software it will be based on production and education, not on entertainment. They are not expected to have an interest in the workings of a computer, and are hence not encouraged to have one. “… there was never a Quake babydoll T-Shirt (a regret of mine still), but I’ll get a PlayStation one, preferably with just the symbols across the front, and in plain black. Something cute. What did they print? A black babydoll, yes…but with ‘PLAYSTATION WIDOW’ printed on it. I didn’t buy one.” (Alice Taylor, writing for Lucien King, 2002) The technology is advertised in male orientated ways, with only a few laptops being advertised in womens’ magazines very recently, stripped of all technical jargon. Emails sent to our inboxes daily invite me to get a ‘stripper for my desktop’ or a ‘larger penis’, reaffirming that males are supposed to be the intended audience, and debasing women. Hardware components used for PC gaming, such as the nVidia graphics cards are currently being advertised using a scantily dressed fairy called Dawn. (See Image 2), and others are advertised using aggressive male faces. Manhandling Joysticks & Pushing Buttons – Liz Valentine 19 Image 3: Dawn, the nVidia fairy But women do use computer technology, and the numbers that do are increasing. Something must be keeping them away from videogames on top of the gendering of the hardware. Women seem uninterested in the machines in the first place – never mind the games. They say ‘I work on one of those all day long, why do I want to use it when I come home?’ An overexposure to the hardware cannot be the answer, however. Women are not encouraged to think about machines as being objects of entertainment, unlike males. There is no entertainment software aimed at women, the titles they are ‘allowed’ encourage productivity and selfimprovement. Some females that use technology may “…keep their interests quiet as they realise that their technical competence is not highly valued by their peers and they do not want their identities to be re-coded as ‘nerds’ (Holloway & Valentine, 2003). They also, may themselves play up to the female stereotype, and expect less of themselves when it comes to working computers or playing games. They will ask for male help and expect allowances to be made for their inability, crippling themselves by saying ‘I can’t do it, I am a girl!’ In essence they are just repeating what has been said and implied to them. It is easier for them to admit defeat and to not risk being ridiculed, and to set very low expectations of themselves. Conversely, if you were to ask a female if females can use technology as well as males, they we enter the ‘we can/I can’t’ paradox: “In what became know as the “we can/I can’t” paradox… [girls] tend to make a general argument for Manhandling Joysticks & Pushing Buttons – Liz Valentine 20 gender equality by insisting that girls as a whole are as good at computing as boys (a view that not all boys share). At the same time, however, they downplay their own confidence and abilities by stating that they personally are not very good at using them.” (Holloway & Valentine, 2003) With time, one would hope that girls increasing technical ability can begin to challenge the concept of computers as boys’ toys. Women’s sideline role “The girls were just a backdrop to the boy’s action. Most of the boys knew little about the girls who were in the arcades, had obviously not noticed too much about what the girls did, and assumed that if the girls were there they must have come with their boyfriends.” (Howard, 1998) A lack of education or experience with technology, or a refusal of that education (due to fear of retribution for trying to leave the ideal femininity) “…women who wish for masculinity put on a mask of womanliness to avert anxiety and the retribution feared from men,” (Butler, 1990) leads to oppression and social inhibitions. Women may behave as naturally subordinate when it comes to gaming and computers. They, themselves seem to uphold the prejudice by voicing their role as spectator, and their lack of skill. Women’s roles in gaming arenas are stereotypically as the “… [girlfriends and] mothers who brought their sons to the competition and who sat in the hotel foyers looking bored….” (Bryce & Rutter, 2002) and offering support. This lack of active females maintains the male only culture, and even when females do play, they are written off as ‘tom boys’. The advert overleaf (Image 3) typifies the roles males and females play: the two males are engrossed in a game at the front, while she sits demurely, not obviously doing anything. She may in fact have a handheld console, but we cannot see for the text. She is further away, and facing away from the males; her body language almost refusing their pastime and reaffirming her need to be restrained and feminine. Manhandling Joysticks & Pushing Buttons – Liz Valentine 21 Image 4: From Edge magazine, Issue 123 Females as ‘other’ than the ‘norm’: adverts and software Gender philosophy explains the concept of ‘norm’ and ‘other’. In our society “…maleness is understood to be the uncontested centre.” (Howard, 1998)The ‘norm’ is masculinity, and the ‘other’ is femininity, or feminine masculinity. “There is no need to mark male inclusion through bracketed information and asides. By contrast, the language practices adopted in the article locate femaleness as other than centre since the women’s inclusion must be marked by parenthetic information, by qualifying and explanatory notes, and by derisive language play” (Howard, 1998). The concepts of ‘norm’ and ‘other’ are exacerbated with regards to technology, especially technology of a computing nature. This can be seen in the very small proportion of females that work in software programming or animation roles. Manhandling Joysticks & Pushing Buttons – Liz Valentine 22 When it comes to technology, software, or indeed any product, if designers (typically male in the computer/videogame industry) design for ‘people’ they will design as if they had been told to design for males. If designers are asked to design for females they design utilitarian programs/games/appliances, with nurturing or educational elements, and pastel colouration. When designing for males (or for people in general) they will design things with competitive action-based entertainment in mind. Notably, males will refuse to have anything to do with any product construed as feminine. However it is a long known fact that boys and girls both learn faster if the learning is presented in a ‘play’ format. This blatant segregation of genders starts to cease direction after the target female audience matures past the age of 12 or so. They stop being girls and become general people. Women are restricted to adverts about shopping, fashion, or sex. When advertising for female children, adverts show “toys that [are] pink, soft and cuddly, designed to be played with indoors and marketed to encourage mother-baby role-play, household activities and the pursuit of female beauty “(Chandler & Giffiths, 2000). They feature “many more dissolves than did the ads for boys” (Chandler & Giffiths, 2000). Conversely, when advertising for male children, the adverts “showed acts of aggression, dark colours, and an emphasis on competitive behaviour accompanied by noise and rapid activity.” (Chandler & Giffiths, 2000). The adverts aimed at boys featured” far more cuts,” (Chandler & Giffiths, 2000) (between scenes). The most interesting factor is that adverts aimed at both male and female children have features “closer to those for the boys’ ads than to those for the girls’ ads” (Chandler & Giffiths, 2000) implying that “the similarity of mixed ads to boys ads…serves to normalize the male option, and present the female as ‘other’. For instance, fast paced ads are ‘normal’, slower ads are ‘feminine’.” (Chandler & Giffiths, 2000). It also makes it clear that advertisers assume “girls will readily accept a ‘masculine’ mode of address whilst boys will systematically reject anything regarded as ‘feminine’.” (Chandler & Giffiths, 2000). Males are unlikely to want to associate themselves with femininity. It is something they refute, as a homophobic exclamation of masculinity. “…hegemonic masculinity at once seeks heterosexual endorsement and separation. It seeks out women and seeks to avoid them. It is also intrinsically homophobic in its rejection and fear of versions of masculinity that do not reflect a like image” (Howard, 1998). Females, however, are not as constrained. “In a sense women’s imaginations are more versatile than men’s; to women, androgyny is not taboo. When a man dresses as a woman, he is, to a straight society, ridiculous if not repellent. But when a woman Manhandling Joysticks & Pushing Buttons – Liz Valentine 23 dresses as a man she does not seem to carry the same stigma. The man risks being branded a wimp. The woman may be regarded as chic.” (Wilkerson & Pini, 1994) [Self] exclusion from male game spaces “Gender asymmetry works towards excluding female gamers at a stage prior to the gendering of gaming texts. Our view is consistent with the gendering of public leisure spaces, and their associations with masculinity in which women are granted limited access and assume particular roles. Public gaming spaces such as gaming competitions or LAN parties follow similar patterns and can therefore easily be considered to be masculine – i.e. male dominated-spaces. This perception contributes to a constraint on female access and participation in public gaming activities. Such exclusion may be reinforced by the stereotypical and offensive behaviour of males towards females in public game spaces ranging from belittlement as ‘only girls’ to patronizing female competitors through the well meaning provision of prize-giving, or objectification via the display of pornography at the event.” (Bryce & Rutter, 2002) As a female, one feels like you have less right to hold the joystick or controller, less right to be looking at the shelves in a game shop. With multiplayer games where there are too many people to controllers – females feel as if they have less right to play. If a female goes wrong, they put it down to gender, not lack of practice. If you forget your own equality, you may find yourself saying, ‘well I am only a girl, what did you expect?!’ and perpetuating your, and their ideas of females and computers. Sometimes it is easier to feign stupidity than to have to make males insecure about their masculinity and compete. There are girls that refuse to touch computers or games, they have extreme technophobia. Computer and game use is naturalised to being boring and socially undesirable compared to clubbing, and ‘normal’ activities. These girls are fearful of being seen to take any interest in computers (or in games) due to the threat it poses to their social relationships and identities. Some girls have fears of performance as compared to their peers, and avoid playing games or using technology altogether, by just not competing: they know they may be laughed at by boys, and peers for not having the skills or the speed, so performance anxieties are reinforced. Rather than be labelled as dunces, the girls avoid technology altogether. This position has more social respect than trying and failing, however, a technological fluency gap exacerbated. Manhandling Joysticks & Pushing Buttons – Liz Valentine 24 “Exclusion creates expectations of rejection which, together with the identification of gaming as a male activity, discourages women from attempting to enter into gaming practices or associating themselves with being a ‘gamer’. “(Bryce & Rutter, 2002) Further more, “…as in the world of sport, there were separate competitions [Counter- Strike Cyber X Games] for each gender…’it is two steps up and one step down as we are segregating males and females. It’s saying that the girls aren’t as good as the males…CounterStrike is 99% male, so females that do come into this world feel overpowered or that they are not welcomed.” (Thompson, 2004) It is unsurprising that ”in such an atmosphere where masculine visions and values dominate it is near impossible for women and girls to feel involved.” (Young, 1997) further more; the resources to involve them are not there: no female gaming or technological magazines, and very few female staff in games shops. Hence there is a “self fulfilling prophecy…males can find games and magazines to interest them, females can’t, ensuring that the market remains overwhelmingly male” (Young, 1997). On top of that, games communities are focused inwards – built of hardcore gamers, and not generally focused on trying to change games culturally, or to broaden participation. There can be large resistance to ideas of change or dissatisfaction. Ideas perpetuated in magazines and communities “…from an early age, male-centred magazines start to differentiate boys according to hobbies, sports, professional ambitions, and so on, while girl-centred publications have tended to be organized purely around age levels, assuming that all girls are interested in romance, make-up, physical fitness, cooking and fashion.” (Cassel & Jenkins, 1999) Games magazines, as the main method of informing people about games and providing a window into the culture, often serve to isolate females further, by belittlement, embarrassing “unconscious but annoyingly present small sexisms” (Boorsock, quoted by Cherny & Weise, 1996), inclusion of unsuitable or semi pornographic material, and by including references to females in mocking ways. The editors seem to choose images of scantily clad females, and talk lecherously about flesh, breasts and bodies, while trying to maintain an air of equality. They feature images Manhandling Joysticks & Pushing Buttons – Liz Valentine 25 and photos of glamour models, as erotic, or to serve as a source of humour. They assume their audience is male, and this puts females off trying to get into this little boy’s club. “While the magazines achieve these explicit [marketing] aims, it is possible to see that, implicitly, they market much more…the texts produce and make available versions of masculinity, of femininity, and of gender relations that are narrow, restrictive and regressive with respect to contemporary moves to encourage more expansive identities and democratic relationships. A politics of gender is articulated in the texts, a politics that constitutes gender as asymmetrical relations of power…the sexual politics spelt out in the narrative and semiotic features of the texts are consistently patriarchal, sometimes misogynist, and intrinsically homophobic.” (Howard, 1998) The following pages show examples of some potentially objectionable content. As instances accumulate, it is difficult to dismiss this humour and content as apolitical. The editorial space is amplifying a gender politics. The residual memory would have people come away thinking that is the overall impression –games are for lusty guys. Further more, the magazines feature adverts for games companies that gratuitously exploit the female body, to appeal to [male] applicants. One has the impression that you have taken a look at something dirty. Of course, in essence, gaming magazines are not very different from ‘male-lifestyle’ magazines, such as Maxim or FHM, which feature semi-naked and erotic pictures, and sexual wording in every issue. The issue is really that gaming is not just a male pastime, yet most gaming magazines are aimed at males. Where males have ‘male-lifestyle’ magazines, women have ‘female-lifestyle’ magazines. Homosexual people have ‘homosexual-lifestyle’ magazines. All genders are catered for. Gaming magazines are aimed at either young male adults/teenagers, or at male children. The only variation is by age. In the ‘kids’ gaming magazines, the content is generally written by males, for males, and serves to ‘groom’ young male players into the next generation of young adult male players. Manhandling Joysticks & Pushing Buttons – Liz Valentine 26 “Seasonal titillation: UK: Edge has to wonder at the kind of nerd that would buy a 2003 calendar chock full of digital women posing provocatively to an imaginary camera…It’s childish, cynical and mildly sexist…Edge will just have to make do until something a little less offensive to the eye comes through the post. Order your[s from….]” Image 4: from Edge magazine, Issue 119 Image 5: from Edge magazine, Issue 125 Manhandling Joysticks & Pushing Buttons – Liz Valentine 27 “Bikini Overkill: Japan: Glance right, “Thanks for the mummeries: US: “Just what I expected,” says a topless Lisa in and meet ‘Sexy Beach’, Jpnese hentai the screenshot opposite, the words barely covering her modesty…Edge specialists Illusion’s latest wonders how Tecmo will react to a nude patch that’s far more revealing than work…offers similar thrills to [Dead the DoA2 one that sent its lawyers into apoplexy…Created communally (and or Alive: Xtreme Beach Volleyball] – inevitably) by a handful of flesh-hungry Xbox hackers…[allowing one to] see the sun-drenched beach, the bikinis, if Kasumi really is a natural redhead…a pathetic experience…don’t pity the the realistic flesh physics and the poor teens getting off on this; pity poor Aclaim, whose triple-A, ‘XXX’ BMX gratuitous posing – but boldly game has just lost its only reason to purchase.” dispenses with the whole volleyball Image 6: from Edge magazine, Issue 123 pretence…lets you apply tanning oil Image 8: from Edge magazine, Issue 125 to the virtual girl’s physique.” Image 7: from Edge magazine, Issue 120 Manhandling Joysticks & Pushing Buttons – Liz Valentine 28 Women as ‘Booth Babes’ Articles found in magazines will cover the topic of ‘booth babes’. Such articles will reveal the roles women are expected to play with respect to gaming as that of real, and illustrative large breasted women. I watched DVD footage of an exposition and was greeted by far more female faces than male. All of them were smiling or waving at me coyly, or cocking their hips at me. The following are scans from edge magazines: “Busman’s Holiday: US: First things first: the best booth babes were on Nintendo’s stand. And considering there was almost one for every demo pod, that’s a lot of Nintendo love in the room. (Shame none of them knew which button to press.)…It’s all about getting noticed. Hire in a couple of large-breasted girls and the nerds will flock. (Edge even heard a rumour that one booth babe applicant, after a rejection, went back for an ‘audition’ after surgical enhancement and got the job!)” Image 9: from Edge magazine, Issue 123 “Seconds Out, round in: UK: Impressive amounts of alcohol, women in sparkly bikinis faking like they care, and brutal, bruising violence. Just another night out for Edge.” Image 10: from Edge magazine, Issue 118 Manhandling Joysticks & Pushing Buttons – Liz Valentine 29 The following images are a small number of possible screenshots taken from the introduction sequence to the DVD set: “The Future of Videogames”. Manhandling Joysticks & Pushing Buttons – Liz Valentine 30 Games that make you wonder! There is a whole genre of games that makes worrying viewing, the dating games that do nothing but reinforce the gender stereotypes and the objectification of women; these games usually feature anime style characters, with massively enhanced breasts, eyes and legs for male players to woo. These H-games, as they are known, (H stands for Hentai, the translation of which is pervert or perverted) do nothing but reinforce the image of video games as being the dominion of pimple faced teenage geeks who, with no social skills, have to resort to artificial relationships. Originating in Japan, these games have recently started making their way across the sea. The most recent example of this is the Xbox game 'Dead or Alive : Xtreme Beach Volleyball' (the winner of the 'Most Embarrasing Game' trophy at GameSpot's recent Worst of 2003 Awards ceremony). This is a game where the player takes control of the girls from the Dead or Alive series of fighting games (notice none of the male fighters are included) and parades them around a fully 3D island with the pretence of playing Volleyball: " Tecmo [the producers of the game] just went and set the game industry back about five years” (Gamespot, 2003). Image 11: Dead or Alive: Xtreme Volleyball. Xbox Cover. The blatant sexualisation of the female protagonists is the first and main indication of this games’ intended market. The game mechanics reward good players by allowing them to purchase smaller and smaller bikinis for their favourite girls. This sort of "infantile sexist garbage" is one of Manhandling Joysticks & Pushing Buttons – Liz Valentine 31 the main factors contributing to the lack of female interest in today's computer gaming industry. And who could blame them? This sort of soft-core exploitation is a kick in the teeth to the people who have been trying to open the industry up and prove that video gaming can have a serious subject matter that everyone can enjoy. Women as characters compared to male characters “…the male persona…is more respectable than the female.” (Wilkerson & Pini, 1994) “A good videogame character is one that the player likes, one whose iconic appearance and movements combine to give us pleasure.” (Stephen Poole, writing for Lucien King, 2002) “[Videogames] have barely scratched the surface in terms of creating people that are believable and interesting to look at…The challenge for videogame character designers in the future, then, is to engage us while continuing to leave room for our imagination.” (Stephen Poole, writing for Lucien King, 2002) Women playing games will probably not understand why a woman character has value ultimately only through the amount of cleavage bounce, while male characters have numerous ego boosters from fancy guns and clothes to swearing, lawbreaking and being able to pull off kinds of stunts. Books such as ‘1000 game heroes’ by David Choquet enhance the idea of the female character as sexy: there is a section called “Sexy characters” and they are all female. The book automatically assumes a male audience, which is the majority, but this only serves to further alienate girls. There are many different styles of game character. They are mostly either of American or Japanese origin. Perhaps the most stereotypical kind are the fantasy role play characters, where women are archers, thieves, and healers, have long hair, obvious breasts, and bizarrely nonexistent armour. Their male counterparts are generally either spindly mages, or large muscle bound dunces, however they are significantly more covered. Manhandling Joysticks & Pushing Buttons – Liz Valentine 32 Image 12: Neverwinter Nights, Art on booklet Image 13: Advert for Spellforce, Edge issue 128 The Dead or Alive, and Soul Calibur series of games feature similar fighting characters. In DoA, the girls are very girly, and wear ridiculous clothes (notably thigh high white socks) and they squeal and scream. They also ‘jiggle’ their large breasts on any impact. Soul Calibur females are more varied, from Ivy, a dominatrix with an enormous chest, to ‘girly’ characters to feisty girls, admittedly with large breasts, but not as pretentious. The males in these games are typical Japanese fighter material – handsome, brooding, and carrying large weapons. Notably the males in Soul Calibur show gratuitous six packs to even things up a bit. “That wide-eyed Japanese cuteness makes them more approachable. They’ll still pummel you in combat. They’ll still humiliate you. But they’re sort of girlish about it” (Herz, 1997). “…dozens of guys line up to play this game [Soul Edge, predecessor to the highly successful Soul Calibur games], and every single one of them plays a chick fighter…that kind of let’s-see-the-girls-get-all-greased-up-and-sweaty-leer-o-rama” (Herz, 1997). Manhandling Joysticks & Pushing Buttons – Liz Valentine 33 Image 14 & Image 15: screen shots from Soul Calibur Trailer Sci-fi meets fantasy women are busty butch women with huge space guns, and breasts in fantasy armour who shout “die Bitch!” at you. However, their representation is no less ridiculous than the males, but they are designed to be sexy, while the males are designed to be male ‘ego trips’. There are, of course, cartoon females, such as Princess Zelda. These ladies are either males in drag (pink bow) or strawberry pink princesses. There are the usual roles; females as victims, females as an object to be rescued, females as the bitch enemy. Even despite some characters breaking the moulds, these perceptions still persist. Also, “…hostility to women has reached such perverse proportions…that women are often represented only as objects of rape or other forms of degradation…whether this hostility is overt or merely the result of complacency, the representation of true femaleness, organic and psychological, has yet to come into its own in the graphic storytelling medium.” (Wilkerson & Pini, 1994). Compare this to GTA Vice City where the protagonist can sleep with prostitutes, and in Max Payne, where his wife is shot to allow his ‘adventures’. “Surely such images don’t belong in the 1990’s. They are not only old fashioned, but are offensive to many women and girls.” (Young, 1997) Metroid Prime (see Image 16) is perhaps the strongest female character of all time. Her figure is actually for once largely irrelevant due to her permanent ‘mech suit’. She does nothing that is outrageously female, and is perhaps more masculine, but in her circumstance of survival it is appropriate. There are no plays on her femininity, and no over exaggeration of “macho bitch”. Her sounds of pain are female, but not erotic or ‘wussy’. There are other games that feature stronger female leads, different gender roles, and different styles of game play. However, the Manhandling Joysticks & Pushing Buttons – Liz Valentine 34 public face of gaming is overwhelmed by sexual and violent imagery, and other games are not made always visible. Image 16: Metroid Prime, advert from Edge, Issue 122 Perhaps we will be guilty of reverse sexism, creating male characters with bigger lunchboxes, better asses, more rippling six pack action. The gender representation situation is not that much better for “a great number of male videogame characters, who are largely dumb, muscled grunts – a tradition refreshingly parodied by the sardonic Duke Nukem…Solid Snake is the best of this bunch, and only his curiously retro mullet haircut saves him from clichéd iconicism” (Stephen Poole, writing for Lucien King, 2002). Duke Nukem is a testosterone overcharged macho man who features in comedy alienshooting games had a strong female following; his action figure sold to mostly women. His ridiculous manliness is funny, and a ‘tongue in cheek’ poke at many manly characters. Manhandling Joysticks & Pushing Buttons – Liz Valentine 35 There are those characters where gender is dubious. This is much more of a Japanese trick. Their culture allows them to twist gender to a point where you are unsure as to the characters’ gender. Long hair, fancy clothing and anime faces are seem on all. Such characters are not a typical representation, just the way that anime translates into some games. The Japanese ‘deformed’ style of animation features large heads and eyes, small mouth and nose, and small bodies. Western versions of this style also exist. Image 17: Nintendo Official Magazine, Issue 137 It is interesting to note that androgynous characters are usually always implied to be male. They will be marked as female if they are distinctly brandishing a pink bow or some other icon of “femininity”. Image 18: Lara Croft and her new male companion Image 19: Nina, originally from Tekken, but with an upcoming game of her own Manhandling Joysticks & Pushing Buttons – Liz Valentine 36 “Characters such as Crash Bandicoot or Sonic the Hedgehog…obviously borrow heavily from cartoon style…On the other hand, characters such as Lara Croft or Solid Snake borrow from cinematic conventions of costume and coolness” (Stephen Poole, writing for Lucien King, 2002). Lara Croft, film star extraordinaire. She offers a blank canvas her “deliberate abstraction” is “an animated conglomeration of sexual and attitudinal signs” such as hot pants, and holsters. She encourages “psychological projection” (Stephen Poole, writing for Lucien King, 2002). Note with fighting females there are obvious sexual aims. Compare Lara Coft to her male counterpart, (Image 18, above). He looks like many men you might see, he is not implausible, and does not threaten the male ego as Lara and Nina may do to females identities. “The new breed of tough, independent super heroine that has emerged in various comics over the past few years, when not handled carefully, resembles in speech and mannerisms a man with breasts rather than a truly feminine woman” (Wilkerson & Pini, 1994). (Or in some cases is a blatantly stereotypical woman with no thought put into true femaleness). Female characters are built from males ideas of what woman should be, be it little girlish or buxom. Image 20 & Image 21: Screenshots from Final Fantasy X-2 trailer The Final Fantasy X-2 Characters: The three feisty, but feminine girls who quest against evil. This game series’ many characters are often loved by females for their depth of character, lack of overtly feminine traits in the girls, and a surprising amount of feeling in the sometimes brooding male characters, and the games’ epic and highly stylised imagery, and ultimately, the romantic subplots. Manhandling Joysticks & Pushing Buttons – Liz Valentine 37 Image 225: Sudeki, from Edge, issue 118 These images from a new game, Sudeki, illustrate the difference between fighters of both genders. The females are highly sexualised, one as a ‘nice’ girl, and one as a vixen, even to the point of groping her own breast. The male characters, apart from being considerably smaller in the original advert than the females, are well covered, practical, and although stylised artistically, they are not overtly sexual; their attributes being that of ‘coolness’ and style. One wonders why women cannot be shown like this: attractive, but not exploited. Manhandling Joysticks & Pushing Buttons – Liz Valentine 38 “It’s tempting to think that, at last, someone understands. But alas, these games aren’t designed for girls. These are the same brilliant boy games in drag, and 95 percent of the same people playing them are guys. While girls are busy playing ‘Barbie Fashion Designer’, guys are jostling to play female kickboxing champs and action adventure heroines. They’re playing these empowered women, kicking ass ad taking names while their sisters concentrate on making computerized mannequins look glamorous. When it comes to videogames, teenage boys are the ones with the positive female role models. It’s painful to say this, but boy’s games have the only female characters worth playing. They always get the cool stuff first” (Herz, 1997). I have no doubt that if sexual images of women did not seem to pervade gaming, women would not view it as so immature, and more would feel like playing, when they can relate to the characters and not feel threatened by them: “Women have their own dignity which men, portraying them in any medium, seldom seem to be able to capture.” (Wilkerson & Pini, 1994). Male gamers and female interaction “Men don’t usually have to jump through a hoop of sexual innuendo and anti-feminist backlash simply to participate.” (Stephanie Braile, writing for Cherny & Weise, 1996). Male gamers may make the assumption that female gamers are a rare breed, and often think of them as ‘hot’. Yet they do little to encourage female gamers, and transfer their attentions to harassing, or patronizing them. Some complain that if women are so keen to get into gaming, and change the unflattering female imagery that they should get into making games and do something rather than just whining. This is easier said than done I fear. Women suffer rejection and derision in these work areas and do not have their views taken seriously. Also, with little encouragement to view computers as female spaces, few women will be prepared to venture forth, and worse still, many will not think about it as it is so ingrained in them that they have dolls and shopping, and guys have technology. Manhandling Joysticks & Pushing Buttons – Liz Valentine 39 Women as gamers “…but girls shouldn’t be gamers…they are supposed to be Horse-Riders and Doll Fans!” (Aurora, quoted by Cassel & Jenkins, 1999). “Recent research suggests that over 40 % of US gamers are female and online the gender split is approximately 50/50.” (Bryce & Rutter, 2002). There are girl gamers. There are also different types of female gamer; to assume they are the same is naïve. “…there are girls and women who like to slaughter mutant humanoids as much as any man does“(Beato, 1996). In contrast to what one might label as ‘Grrrl Gamers’ (named after an American group of feisty online-killer females) there are ‘girl gamers’ that stay within the realms of pre-defined femininity when it comes to playing games. “There are already a plenty of women who find a good blast of Counter-Strike or Unreal Tournament at the end of the day to be as beneficial for relieving stress as an episode of ‘Sex and the City’ and a tub of Ben & Jerry’s.” (Article called ‘I.T. Girls’, Custom PC magazine, Nov 2003) And it is far more sociable, active, and less fattening and doesn’t leave you with sticky slovenly guilt, but a true feeling of having satisfied your urge to kill your boss for the day… no longer wallowing in self pity, but actively finding an outlet for aggression that otherwise may manifest itself as a feeling of self-worthlessness and isolation. There are even female only clans, forums and web sites, although many males have a tendency to believe they are “actually run by blokes with a curious disposition for posing as ladies” (Article called ‘I.T. Girls’, Custom PC magazine, Nov 2003). There are women who play at LANs, take part in competitions, and much more. Male gamers views of female gamers amuse many: they have an assumption that ‘girl gamers are hot!’ as if they expect the kind of babe they have been ‘playing’ with all day, or as if the competitiveness and refreshing break from normal feminine interests, is a ‘turn on’ in itself. Personal experience would suggest that female gamers are not considered as adept as male gamers, (although I think it is due to less exposure to the medium, not to less skill). The other thing that I find perpetuates this view is that males in general are more likely to be very Manhandling Joysticks & Pushing Buttons – Liz Valentine 40 vociferously confident, whereas girls in general are less likely to ‘brag’ or make themselves heard - especially in a male centred environment. However, if a female is good, she may be told she ‘plays like a man’. Image 23 & Image 24: Comic strips by Tim Buckley, “Ctrl+Alt+Del Online Comic.” Manhandling Joysticks & Pushing Buttons – Liz Valentine 41 Many women discover gaming and computers through friends or boyfriends. They view them as work tools otherwise and will not buy until they are already hooked. They don’t view a computer or console as a necessary purchase. Male game themes "Analysis of the relationship between gender and computer gaming generally focuses on two issues: representations of females in games and the focus on male game themes” (Bryce & Rutter, 2002). The themes of most modern computer games go a long way to discouraging female interest in video games as a hobby. Most games are based around masculine themes, violence, action and rescuing the weak defenceless woman. Action games outnumber every other style of video game to the point that any game that doesn't have such a strong masculine theme is pushed unnoticed to the back. Even those games that could be appreciated by a much wider audience than just bloodthirsty teenage males are often overlooked due to the publishers desire to increase sales, and therefore profits, by jumping on the action bandwagon, using dark menacing visuals in the packaging and advertisements for these games, in an effort to make them look 'cooler' and more appealing to the teenage male demographic. There is a strong undercurrent of masculine homophobia to the genres of games that are popular, teenage males do not want to be seen as gay or 'girly' and so they rave after these ultra violent, often misogynistic games, thus perpetuating the cycle. Shops and marketing strategies do nothing to help this point of view, often displaying the latest Shoot-em-up on the most prominent shelves and having lots of copies in stock and in direct view. There is a global failure, within the markets, to recognise other merits of games like puzzle-solving and character development. “There has been a highlighting of the dominance of ‘masculine’ game themes (e.g. war, competition, sports, acquisition, etc.) as well as high levels of game violence. This contributes to the perception that computer games embody masculine interests and activities making computer games at best unappealing or at worst offensive, to females.” (Bryce & Rutter, 2002) Manhandling Joysticks & Pushing Buttons – Liz Valentine 42 Adverts such as these highlight the ‘male themes’ that may repel many women: Image25: Soul Calibur 2 Advert, from Edge Issue 128 Image 266: Game Boy Advance SP Advert, from Edge issue 130 Manhandling Joysticks & Pushing Buttons – Liz Valentine 43 We don’t care! There is a feeling often as not amongst males that a lack of female gamers is no big deal, that girls are making a fuss just because they are feminists, lesbians, frigid, or a mixture of all these things. They argue that women have their own pursuits so what are they worried about. Many guys don’t seem to see the sexism and anti-girl (and anti-gay or any other unacceptable form of heterosexual hegemonic masculinity) messages that pervade the games, the advertising and the culture. Some see the funny side and others get defensive. The following messages were received in direct response to an online questionnaire that I conducted as part of this study. This questionnaire posed questions covering gender issues in games, specifically trying to find out if games and their advertising attract or repel females: "It looks like video games are designed for, advertised to, and played by boys more than for, to and by girls. But so what? The opposite can be said for Barbie dolls. There are toys for both sexes, so no one is left out." "There is a lot of fuss about videogames and what should be done to attract the female gamer. To be honest, who really cares? There are plenty of things that most women enjoy that most men have no interest in (although shopping is the only thing that springs to mind). If women want to play games, that's cool. If not, then I don't see why anyone should lose sleep over it. " "…it’s bad enough turning half the male population into couch-potatoes, without encouraging girls to do the same." Barbie dolls are intended for young girls, and video games are aimed primarily at 13-25 year old males. Women are very much left out, and find it difficult to change the things that alienate them as the companies that make the games do nothing to attract female employees, and quite a lot to discourage them (unwittingly or not). In addition, the issue is not that women may or may not want to play, but rather that they are not encouraged to play, and when they do they can face many barriers, be they from other gamers, or in the games themselves, or the advertising. Manhandling Joysticks & Pushing Buttons – Liz Valentine 44 Games as the door to technology Game playing is considered a valuable part of modern youth society, in as far as it provides enthusiasm and confidence with computer, the primary tool of our age – and something with which most of us will have to interact. Those that do not develop computer skills are at a risk of being left behind in today’s technological society. By defying females the ‘right’ to play games and view technology as any part of their own as children, we are effectively dissuading them from computers for the rest of their foreseeable future. Male children are often given technological toys to play with, while girls are given dolls, and purses. “…computer games are a primary medium through which children are introduced to computers and that through playing games they’re learning about computers and learning to be comfortable and confident with this technology. This point becomes even more urgent when considering that computer literacy is fast becoming another essential skill in our society. Whilst we condone this male monopoly of games it follows that we will disadvantage girls and young women and even circumscribe their future careers.” (Young, 1997) “Video games are a window onto a new kind of intimacy with machines that is characteristic of the nascent computer culture. The special relationship that players form with video games has elements that are common to interactions with other kinds of computers. The holding power of video games, their almost hypnotic fascination, is computer holding power” (Turkle, 1984) The future and present are full of great opportunities in terms of expression, entertainment and jobs. Yet society deems it acceptable to make at least half of it feel isolated from this, either on age or gender grounds. With these new opportunities, come this risk of exclusion, and the chance of being “denied full citizenship.” (Holloway & Valentine, 2003) Why women should be involved “We cannot expect women to excel in technology tomorrow if we don’t encourage girls to have fun with technology today” (Ray, 2003) Manhandling Joysticks & Pushing Buttons – Liz Valentine 45 “You think it’s big now, wait a while. When women stop being told that games are only for sweaty young males, there will be a minor revolution.” (Alice Taylor, writing for Lucien King, 2002) If gender is always constructed in a masculine world, females do not get to understand fully what they should be. Women should become involved in the design of games in order to prevent the misrepresentation of females becoming pervasive, and acceptable. While there is nothing wrong with seeing attractive females, viewing them as objects of a male’s gaze does little for real women. By creating games that do not discourage females, and perhaps encourage them, by changing advertising to not alienate them, and by not assuming males are the audience, females will be able to enjoy this popular method of entertainment without fear of belittlement, patronization, or harassment. Many people have become used to this view of females, “…being online for a while makes you increasingly blasé about online sights.” (Stephanie Brail, writing for Cherny & Weise, 1996) And online sights consist of a fair bit of glamour photography or porn, not acceptable to most women, but manifests in a “… pervasive cultural condition in which women’s lives {are} either misrepresented, or not represented at all.” (Butler, 1990). Hopefully, if more females would and could be employed in the field, the lack of female images/role models in the computer games available would cease, and better ones would appear. “Women have their own dignity which men, portraying them in any medium, seldom seem to be able to capture.” (Wilkerson 7 Pini, 1994). More girls (especially those over 14) may be tempted to play games, and ultimately, the big companies can make more money! Why change things if games are already selling well? This is the attitude of many males that I have seen on internet forums, and that I received in response to my questionnaire. The game industry is growing at a great rate, while its target audience is not. It must diversify to reach new un-tapped markets, and diversifying the game design teams would see this goal. The input at the design and development stages would be more varied. If games companies employed more females then the ideas of females would be actively implemented and integrated with those of males. The change in the games produced could be more appealing to females. An example of a company that has a greater ratio of female employees than other games companies is Maxis, a subsidiary of Electronic Arts. “Electronic Arts (EA) is the world's leading independent developer Manhandling Joysticks & Pushing Buttons – Liz Valentine 46 and publisher of interactive entertainment software for personal computers and advanced entertainment systems such as the PlayStation®2 Computer Entertainment System, the PlayStation®, Xbox™ video game console from Microsoft, the Nintendo GameCube™ and the Game Boy® Advance.” (‘About EA’, EA website, 2003). Maxis employs a massive 40 % females. One of their largest game franchises is ‘The Sims’, which boast a 50:50 gender split fan base. This game allows the player to build lives: families, homes, cities, jobs, and much more. One can create and nurture each individual character and define personalities. In many ways it is a simulation of real life, in that the characters’ status depends on the jobs that they get, and the friends that they keep. Characters can marry, have children and much more. It creates a world over which the player has ultimate autonomy, but that will look after itself on many lower levels. The Sims can be considered as a ‘girls’ game’, due to its nurturing outlook, and lack of killing, however it has many fans, and may be a ‘closet-pastime’ for some male players who fear the effect it may have upon their masculinity. (See Image 27 overleaf). The example that Maxis sets could show other companies that male gamers are not automatically scared away from what may be considered a ‘girls’ game’, and that by employing more females, the games produced appeal to far more people. Games companies seem oblivious to their missed market and some say ‘girls don’t play games’ they view the Barbie success as a fluke built on franchise. Perhaps it is, just as Mary-Kate and Ashley games are, as they don’t require much marketing and they have a winning formula of appealing to girls already. Videogames makers seem happy to ignore the females as it would cost them too much time and money to research what girls like, and it would be a risk. Those that wish to change the way things are start at a disadvantage because they must try to manipulate a masculine world of hardware, software coding, and audience. In trying to create or push for un-gendered or feminine-gendered games the protagonists are entering into an arena which is governed by masculine (and mostly male) politics, which either quashes their efforts, or ridicules them. It would be nice to think that the messages males receive about women (or feminine men) would be improved, rather than girl games being produced in distinct isolation from the main culture. Indeed, if women were presented differently, maybe many would view themselves as capable: “Many women buy into the supposed permanence of male-created stereotypes because Manhandling Joysticks & Pushing Buttons – Liz Valentine 47 it is easier for them to accept someone else’s definition of who they are than to discover their own identities.” (Wilkerson & Pini, 1994). Image 7: Comic strips by Tim Buckley, “Ctrl+Alt+Del Online Comic.” I would hope for the barrier that blocks females (and less masculine males) from computing and gaming and from disturbing the unspoken bond between males and computers would be rectified: this is a “potential site for challenging dominant gender stereotypes.” (Bryce & Rutter, 2002) Manhandling Joysticks & Pushing Buttons – Liz Valentine 48 Employing more women Theory on how to attract women into game design is a relatively new subject, broached in the book: Gender Inclusive Game Design, Ray, 2004. The author outlines the potential changes that can be made to stop discouraging females, and to start attracting them in, and keeping them in. Firstly, she suggests the company look at how they are viewed; are their product lines aimed at all male audiences? Do the products contain barriers that prevent women from becoming involved (hyper sexualised female avatars or violence?). Females, like anyone else, want to make games that they would like to play, not ones they are not interested in. A title that contains barriers does more than put women off; it also puts across an attitude about women; that that company uses demeaning sexual humour, and implies women are sexual objects. The number of booth babes standing on stands at game expos does not help: they spell out ‘Boys only’. Ray claims that team meetings are known to exclude females by being held in strip clubs, promoting a ‘locker-room’ atmosphere, where a female will feel derided or viewed as nothing more than a sex object. A female member would ‘spoil the males’ fun’ and inhibit their jokes and characters’ proportions, and threaten their masculine status in the business. There should be senior members of management who are female, as they will serve as positive role models and as a protective force to potential applicants. The physical appearance of offices influences how comfortable women feel: desktops and calendars of centrefold models purvey insensitivity. Porn magazines lying about may serve as anatomy lessons, but it is insensitive to leave them about in the open. The companies need to actively seek female employees, as they will not receive the applications otherwise, from those women who may not have thought of game design as a career due to its masculine image. Ray states the practical issue of allowing more flexible working hours to accommodate family life, and that the work place must be free of hostility, or unwelcome behaviour based on sex. Manhandling Joysticks & Pushing Buttons – Liz Valentine 49 The following images (Images 28, 29, 30, 31) are typical examples of advertisements found in the back or games magazines. The sexual nature of them is obvious. It is clear that the companies are expecting the adverts to be viewed by males. The imagery could be considered offensive by any potential female applicant. The companies are not considering the potential for female employees, or perhaps, they only wish to lure males. Image 28 & Image 28, & Image 30: Adverts found in the back of magazines Manhandling Joysticks & Pushing Buttons – Liz Valentine 50 Image 31: Advert found in the back of magazines Note the parenthesis of (and women), identifying them as the unintended audience “Girls Games, Gore, We’ve got what you want!” the banner screamed. Its latex clad, huge breasted ‘space bunny’ pouted seductively at the exhibit hall over the barrel of her huge gun. At the Women in Game Development committee’s round-table session held at the same conference, a producer couldn’t figure out how to attract female candidates.” (Ray, 2003) Designing for females “Developers and designers are having trouble moving away from the idea of just adding a little pink to the cover of a box and saying it is designed for the female gamer. Instead of giving female protagonists the tools and skills to outsmart and defend themselves from the enemy, they are, inevitably, giving little more than ‘a purse, complete with compact, lipstick and credit card’. The games reinforce stereotypical and often sexist gender roles in an attempt to satisfy the female audience leaving gamers dissatisfied and bored.” (Beato, 1996) “Most girl games are aimed at the pre-adolescent girl, giving rise to the second major reason girl games have been virtually unsuccessful: games are frankly, stereotypical and cheesy.” (Beato, 1996) Manhandling Joysticks & Pushing Buttons – Liz Valentine 51 There are two modes of thought when it comes to designing games to encourage women to play. Some say that girls would play different kinds of games altogether, while others say that to design separate software for females is to further drive a wedge between male and female. Already males are, often as not, highly biased against ‘dance matt games’ as female games. Men don’t play girls’ games because they fear for their heterosexuality. Not because they can’t do it. Brenda Laurel, an advocate of ‘games for girls’ created a game called Secret paths with a very different paradigm from those considered standard; “Brenda Laurel’s Secret paths games offered a very different representation of the natural environment. Laurel’s company, Purple Moon, wanted to attract girls who felt they were being left behind in the digital revolution. If the boy’s games encourage players to conceive of nature as an obstacle, Laurel’s games depict nature as a healing force.” (Beato, 1996) “…you could easily argue that women prefer nurturing-style games rather than violent ones, but there is a highly vocal ‘Game Grrlz’ movement in America which proves that women can frag with the best of them.” (Stephen Poole, writing for Lucien King, 2002) Of course, women are not all the same, however much research has gone into discovering the types of scenarios and games females play. For instance: “Girls enjoy complex social interaction…It is a commonly and not incorrectly held view that women gravitate to stories which contain a high degree of ‘soap opera’. Young girls are especially interested in relationships and in emotional interactions.” (Beato, 1996), and not just puzzle games such as Tetris. They like games with characters in too, but do not like to be overwhelmed by complex controls. Ray states that when designing for women, don’t restrict to learning based software with no entertainment factor. The technology and interface used to play the game must not hide the enjoyment or act as a barrier, for instance the interactive Playstation game Eyetoy maps your actual physical movement onto the screen. One needs to look at what gives the player the motivation to play the game, hinting at looking past traditional videogame models. Ray explains that women expect more forgiving consequences for actions than instant game over. They would rather view an error as ‘setting them back a bit’. The reward systems should not focus on getting something, but instead, the actual completion of the task itself is the reward. Manhandling Joysticks & Pushing Buttons – Liz Valentine 52 “What would games be like if we designed them with a female audience in mind? Would they be like the Barbie computer game where Barbie gets new outfits and learns to be a fashion model or could we conceive of a game where a clever woman saves the world for all human kind? Unfortunately, even our fantasies for women are based on lowered expectations” (Karen Coyle, writing for Cherny & Weise, 1996). General game [mis] conceptions “More than anything breaking down the misconceptions many have about videogames and specifically women gamers will expose the gaming industry to a completely untapped market, opening the video gaming realm to women and improving the quality of narrative in all videogame genres.” (Beato, 1996) “The only thing that everyone agrees on is that playing videogames makes you better at playing videogames” (Stephen Poole, writing for Lucien King, 2002) Misconceptions about games will keep those that believe them, and those that fear being seen as part of it, from playing games. Until many of the stereotypes about games are dissolved, many people will not touch them. Some of these conceptions are derived from the games themselves, and the advertising, some from the players, and some are based on historical stereotypes that are irrelevant today. Violence is a major issue to many women, and games have a bad reputation for containing violence, and for encouraging it in people, however, this is not substantially proven, any more than music or film may be proven to do so: “[Researchers] warn that violent video games may be more harmful than violent television or films because they are interactive, and require the player to identify with the aggressive character.” (BBC, 2000) The most pervasive, and self-perpetuating myth of video gaming is that it is “a male-only activity and … female gamers do exist but are often rendered ‘invisible’ by male dominated gaming communities, the games industry, and academic research.” (Bryce & Rutter, 2002) Manhandling Joysticks & Pushing Buttons – Liz Valentine 53 Many view it as an immature males’ hobby that is ‘a transitional phase of leisure interest – something boys will grow out of’ (Bryce & Rutter, 2002). However, women do play, albeit in smaller and less visible numbers. Concerns are voiced over the health issues surrounding game play: some argue that videogames cause obesity. However, the excessive use of any physically-static pastime (for instance, reading), combined with too much food and no exercise, could cause obesity. “To lose weight you need to use up more energy (calories or joules) than your body takes in from food and drink” (British Heart Foundation, 2003). The fact that some people can spend hours playing games leads others to believe that games are addictive. This encourages the view that games are negative phenomena, and that playing them leads people to be obese and lazy. As with any pastime, however, the games themselves are not inherently at fault – but the imbalance present in the players’ lifestyle could be. I believe that the proportion of people that play games for larger amounts of time is relatively small. However, these people can become the stereotype for all game players. Another concern is the anti-social nature of the pastime. “[There is} a general perception that gaming is not a social activity but a solitary activity for male ‘nerds’ and ‘geeks’.” Rutter, 2002). (Bryce & “Generally, if a movie shows a child playing videogames in his bedroom, the message is that this antisocial kid needs to get out more” (Stephen Poole, writing for Lucien King, 2002). This may have been so in the past, and on screen, and could be said still, however there are huge online opportunities for game play and one can play socially, or over networks, at LAN parties. These events can involve many people, in a party-like atmosphere, with a strong community spirit. You can play on your own, for hours if you wish, but that is a matter of personal decision making, not a factor of game play itself. The following cartoons, (Images 32 and 33) shown overleaf, illustrate common misconceptions about gamers. Manhandling Joysticks & Pushing Buttons – Liz Valentine 54 Image 32 & Image 33: Two Comic strips by Tim Buckley, “Ctrl+Alt+Del Online Comic.” Manhandling Joysticks & Pushing Buttons – Liz Valentine 55 Changes in society, culture, and interaction styles Currently games have a way to go before their greater acceptance: “Games are made by and for hardcore gamers. Until this cycle is broken, games will remain stuck where they are culturally. Game developers are unapologetically geeky, anti-intellectual, and hostile to new ways of thinking about what they do” (Eric Zimmerman, writing for Lucien King, 2002). Gaming is accused of being immature, formulaic, and uninventive, like manufactured pop music. It tries to appeal to the masses but misses the point, being that not all the masses are breast obsessed junkies, who do nothing more than games all day. What needs to occur is the proposal and design of a new game paradigm. This paradigm will need to be radical enough to challenge the preconceptions of ‘what games are’, and to entice a female audience. It will also need to be a subtle alteration of what is current, so as not to be disregarded by the wider gaming community as a ‘spin off’ of the ‘girl – gamer’ movement. The ultimate gaol would be to design a game that encouraged a female audience, while, at the same time, did not dissuade the male audience. “Videogame developers in the future will appeal to more men and to more women, only as long as their games mature aesthetically.” (Stephen Poole, writing for Lucien King, 2002) “Videogames are powerful, but they are nothing without humans to play them. So the inner life of videogames – how they work – is bound up with the inner life of the player. And the player’s response to a well-designed videogame is in part the same sort of response he or she has to a film, or to a painting: it is an aesthetic one.” (Eric Zimmerman, writing for Lucien King, 2002) If people are offended by games, or view them as infantile or shallow, then games are not aesthetic to them. Games have unquestionably a fabulously sensual potential. However, if any part of the senses feel abused or offended (e.g. by difficult controls, a dislike for what we are seeing or hearing) then we won’t play, and will develop a bad view of all games. However, change is underway: “Games machines are already on the road to mass acceptance. All today’s consoles feature hi-fi sound and offer DVD playback. They’ve made the journey from bedroom to living room. New ways to interact with games (away from joysticks and Manhandling Joysticks & Pushing Buttons – Liz Valentine 56 controllers) are brining in new players above and beyond the traditionally young and male demographic” (Elspa, 2003). Increasingly consoles are becoming a part of one’s lifestyle: “Gaming has a much broader demographic than its positioning as solely a children’s toy” (Bryce & Rutter, 2002). Also “more and more grown-ups choose to play videogames rather than watch TV or go to the cinema” (Stephen Poole, writing for Lucien King, 2002). When games came out of the arcade and into the home it allowed different constituencies to enter the world of gaming. The next step of taking consoles out of the boy’s room, and into the front room, or centre of family life, is beginning to take place, with implications for broadening the audience again. Games systems are increasingly trying to be all in one entertainment systems for the home, now featuring DVD and CD players. The next planned Playstation, called the PSX (see Image 34 below) is one such console due to include a TV-Tuner, DVD-RW, USB ports, a broadband modem, and a hard drive. Image 34: A preview of the Sony PSX Manhandling Joysticks & Pushing Buttons – Liz Valentine 57 Methodology Introduction The question driving my research is ‘Are girls put off playing computer games?’ Myself, I am put off playing many games due to varying factors from game content and character representation to advertising. However, with my research I wanted to discover if in fact many girls/young women were put off playing computer games, for what ever reasons. Not only did I want to look at the views of females, but I wanted views of males, in order to ascertain if there is a gender gap in opinion. I considered the views of people who played games and those who don’t. I also wanted to study the spread of people you find in game shops, with their age, sex and company indicating views towards gaming. I also felt that popular culture has a lot to answer for: the way games are viewed by people, especially young people, will be formed from advertising and the cultural manner in which it is displayed: what style, sounds and manners are associated. Questionnaire There are many different methods of research one can undertake. I chose to create a questionnaire to elicit people’s views about gaming and gender. At first, I decided to conduct a survey in public spaces (e.g. in the high street) and stop random people and ask questions. However, it soon became apparent that people in general were not open to this kind of physical approach and use of their time. As the questionnaire grew in size I realised I would have to find another way of implementing it. The chosen approach was a web based questionnaire – simple in design in order to avoid errors with following instructions and filling it in. The fact that my questionnaire was web based already biases it somewhat – to those that have access to the internet. However, for my purposes I felt this was acceptable, depending on where I advertised the questionnaire, as the spread of people with access to the internet is worldwide (immediately expanding my audience vastly) and it spans all age groups – especially the young adult generation that I am especially interested in. Also, those with access to the internet are already in a technologically advanced situation where game playing, or having views about game playing are more likely (making the answers more valuable to me). By doing a web based questionnaire I Manhandling Joysticks & Pushing Buttons – Liz Valentine 58 could elicit views from individuals, all over the world, without physically encroaching on their personal space, or interrupting them at inconvenient times. Web based questionnaires have the advantage of being able to be completely anonymous. They can also be error checked to avoid mistakes on completing, and data validity can be checked via a log-in procedure. I saw it as a good way to gain much qualitative and quantative data, which would enable me to build up an overall image of how different groups (Male Yes Play, Male No Play, Female Yes Play and Female No Play) view games, gaming, the culture and gender issues. By giving some spaces for explanations and opinions, and combining these with discrete options, I can begin to see overall views emerging, whilst being relatively simple to analyse. The disadvantages of creating a web based questionnaire were its implementation (if implemented incorrectly the results could be made invalid), people filling it in incorrectly, its selective audience (although worldwide, and for my purposes it was not perhaps such an issue as I needed people with opinions), and people using the questionnaire to abuse or to be insulting (something that became apparent when it went live, but in essence proved many opinions regarding the closed nature of males to the thought of females playing games, or there being something wrong with the current state of affairs). To ensure data validity I removed incomplete responses, exact duplicates, and those where text-fields were used for random letters or repeated insults. There is a risk of creating a biased, leading questionnaire. I created a first draft, and refined it until it was as unbiased as I could make it. This was still not enough; however, I am of the opinion that as soon as one questions the area of gender and videogames one is accused of trying to lead the questions. Any subject where inequality of the sexes is implied or even commonly understood (and accepted) both sexes can accuse you of asking loaded questions. This is purely because of the nature of gender conflict; especially with regards to technology that has, and still is, widely assumed to be the realm of young men and boys. This technology can be viewed as ‘cool and belonging’, or ‘unreachable and infantile’ by different groups. You can see the questionnaire, as it is included (digitally, online, or as print-outs) as part of the appendices. Manhandling Joysticks & Pushing Buttons – Liz Valentine 59 The questionnaire was advertised on gaming related forums – especially in those relating to girl gamers. I posted on the following forums: o http://games.internode.on.net o http://forums.yellowworld.org o http://pub159.ezboard.com (2 different forums) o http://gamegal.com o The New Woman Magazine forums, and on other forums of male and female magazines or communities. o Empire Magazine forum o In an EBay listing o On several Kent University news groups o Also sent a link to most family members and friends, who in turn distributed the link via email. Results of observation of people in game shops The second form of research I undertook was in the form of observation. While my questionnaire would elicit views and opinion, there will always be a degree of falseness in it because people know they are being tested, and even though it was anonymous I am sure that some people (especially the Male Yes Plays) would want to make themselves out to be holding gender-equality paramount, but perhaps in real situations they would be a bit more typical in their behaviour. No man likes to be seen as an oppressor even if they hold oppressive views. I was also concerned that while I would be able to get opinions from Females on the web – the fact that it is on the web implies that the respondents will be more technologically competent, and that the females especially would not be so easily put off games. I decided to observe the people that went into games shops (or the games area of a shop). I selected the two most obvious choices for young people and young adults in Canterbury: GAME and HMV. The point of this exercise was to observe (and hence avoid unnatural behaviour) the ages, and genders of those going into the shops. I chose to do this on a Saturday afternoon, to maximize the kinds of people I would find. I wanted to observe the groups of people were in Manhandling Joysticks & Pushing Buttons – Liz Valentine 60 when they were in the shops. From the results I hoped to gain more of an insight into the kinds of people that play games (or at least browse in the shops) and to see whether females were as independent in their game interest as males. The advantages of this kind of research were that I would go unnoticed – people would continue to behave normally, and I would not have to ask for their time. The disadvantage was trying to count all the people. For this reason the count in busy periods could be wrong. While there is room for errors, this research is useful as it indicates the spread of males and females over age, and also if females are buying or browsing for themselves, or with their sons or partners. It also indicates the overall impression that game shops pervade: for instance, females in a game shop will not count all the males and females they see but will take note of the impression they receive – likewise with older generations in these shops. I repeated the counting of people over three weekends, on the 14th and 21st of February 2004, and on the 6th of March 2004. Each time I observed the people for a 10 minute period. Manhandling Joysticks & Pushing Buttons – Liz Valentine 61 Findings and Discussion Findings from questionnaire Eliciting views from people has resulted in much data. Each will be analysed in turn. The full spreadsheet of results is included in the appendices, as is the condensed data. Introduction to groups I received many more replies than I had anticipated, although I found it necessary to continue allowing them as most of the replies were from Males who play (MYP), and I needed more replies from the other groups, Females who play (FYP), Males who don’t play (MNP) and Females who don’t play (FNP). I collected 214 replies altogether, 37 of which were from FYP, 37 from FNP, 18 from MNP, and 122 MYP. These numbers are interesting in themselves, as they suggest already that MYP far outweigh FYP, and even MNP. This is very interesting considering the places I advertised the questionnaire – on Gamers Forums (especially female orientated forums or threads), Women’s magazines, amongst family and friends, over the university newsgroups, and even on the Empire magazine forums, and EBay. I endeavoured to get as many results from those who don’t play, and from females who do as possible – as they will hopefully tell me something new with respect to why they don’t play, or if a FYP, what could change. I was aware that, due to the online nature of the questionnaire and my canvassing methods, the numbers of each group were not going to tell me what percentage of each group there are, however, considering the locations in which I placed adverts, I did not receive anywhere as many results from FNP, or MNP as I thought I might. I probably received a greater than actual percentage of FYP, due to advertising on female gamer forums – but even so, they are vastly outweighed by the males. See Diagram 1 overleaf. Manhandling Joysticks & Pushing Buttons – Liz Valentine 62 Diagram 1: The Four Groups Age spread The age spread of the replies across each category follows in general a positive skew: with most replies in the 19-25, and 26-35 range. No one younger than 16 was allowed to answer the questionnaire thus eliminating any younger peoples views. This skew is less obvious in the MNP category, where no replies were received from the 26-35 range. Again, due to the method of eliciting views over the internet, the ages in themselves can not be used to infer anything specific, but are useful when considering who the views are coming from. Time spent playing games The results indicate that females are likely to spend less time playing games than males each day – with nearly 60% of the FYP playing for less than 30 minutes each day. On the graph, the positive skew is obvious, with few females playing games for long periods each day. The males are much more likely to play for longer each day, but there is no obvious skew to the graph. As with females, it is unlikely that a male will play for over 6 hours each day. From the results, an approximate average of time spent playing each day is for MYP, 106 minutes, and for FYP, 58 minutes, the males on average play almost twice as long. The implications of this are that the females may be less hard-core gamers, otherwise known as ‘casual gamers’ who play, but not very much. There may be many reasons for this; a) lifestyle reasons (women may not have as much spare time to play), b) the games available do not Manhandling Joysticks & Pushing Buttons – Liz Valentine 63 hold their attention for as long, c) the games they are playing do not require lengthy sessions, or because of technological issues (irritation at controls). Of all the females, the one that played the longest each day was a counter strike server administrator, so playing the game was part of her job. She is very unusual, and some males on a forum got her to fill in my questionnaire especially, almost as if proving a point. 70% MYP FYP 60% Percentage of each Group 50% 40% 30% 20% 10% 0% <30 30-60 60-90 90-180 180-360 >360 Time (minutes) Diagram 2: Time Spent Playing Games Reasons for people not playing In asking this question, I was trying to ascertain if men and women had different reasons for not playing games. The greatest reason for females not playing was a lack of interest (almost 70%), followed by a lack of time and a lack of skill. A lack of interest was the only reason given by nearly a third of the women. Lack of interest was the third largest reason for males not playing (50%), the two greater reasons were cost (almost 70%), and lack of time (just over 60%), although a lack of access also featured highly. These results in themselves show that where women mostly don’t play due to a lack of interest, up to half of the males may be interested, but cannot play due to financial and time constraints. Cost is comparatively a minor issue to the women. It is also interesting to note that twice as many women as men are put off by their lack of skill, or perhaps by fear of derision for their capabilities. The other reasons given for the males not playing were unusual, RSI of his hands stopped one playing, and another said he was down the pub instead! Manhandling Joysticks & Pushing Buttons – Liz Valentine 64 The other reasons given by the women were more negative toward the games: with some women saying there was nothing they liked, that they were a waste of time, or that they were just too busy to play. 100% Male Female 90% 80% Percentage of each group 70% 60% 50% 40% 30% 20% 10% 0% No Interest Access Cost No Time Skill Company Not Acceptable Other Reasons Diagram 3: Reasons For Not Playing What do non-players prefer to do instead? Perhaps, if we had a better insight into what females preferred doing instead of playing games, new ways to encourage them to play games could be found. So far there are many established ways of selling games, nearly all designed towards males, and the industry as a whole is usually reluctant to work away from its tried and tested formulae. I don’t doubt that many females would still see game playing as a thing for adolescent males, but with time new generations would see it differently as old prejudices wear out. Over half the men said they did some form of sport, and over half of them also said they enjoyed going out and drinking and socialising. Nearly half enjoyed reading, and a third liked to watch TV and films. Almost a quarter liked to listen to music. Manhandling Joysticks & Pushing Buttons – Liz Valentine 65 With the females, nearly all of them mentioned some form of sport or exercise. This was undeniably the most important thing on most of these women’s agendas. Second to that was reading, with two thirds of the women enjoying it. A quarter of the women enjoyed watching films or TV, and around a fifth enjoyed going out and drinking/socialising, and a fifth enjoyed listening to music. Notably, only two of the women (5%) named shopping as something that they enjoyed, an activity that is often used to balance the male dominance of computer games. Obviously fitness is important to both genders, especially females, and the idea of playing games is against the idea of fitness as it usually makes one imagine people sitting down for hours on end. For this reason dance mats are thought of as ‘girls gaming’ items, and few males will touch them. The dance mats have been a success when it comes to encouraging females to buy consoles as you can exercise and play concurrently. Reading and socialising are also important to both genders; games that encourage imagination and have good storylines, with social interaction in them would be an obvious way forward, however, it is apparent that people who don’t play see games and their players as socially lacking. The fact that watching TV and films features highly is promising too – as the method of interaction is similar, via a screen, while sitting. There is an ironic assumption that game players are unfit and vegetating, yet many of non players like to watch TV and read. Game playing is no less inactive than watching TV. Unfitness doesn’t necessarily come with gaming, although those obsessive players may increase this prejudice. The consoles owned by gamers The most obvious thing that becomes apparent when studying these results is that despite the survey being done on the internet, only about half of the females actually owned a computer, whereas almost 100% of the men owned one. This alone indicates either a technological gap between the sexes, or a difference in priorities (or both, one leading on to the other). Manhandling Joysticks & Pushing Buttons – Liz Valentine 66 When it comes to the other consoles, the differences were much smaller. The graph (diagram 4) shows the percentage of FYP and MYP that chose each console, so where in some cases it looks as if more females own GameCubes than males do, in actual fact it just shows that of the females that do play, they are more likely to have a GameCube than males that play. Indeed, the PS2, PS1, and GameCube are the only consoles that females are more likely to own than males. The PlayStations are sometimes seen as the console of choice for un-discerning casual gamers – they are popular as they are easily accessible and their branding is well recognised, and they have many games available, including dance mat games, opening its market wider (however, the vast number of cheap games gives the Playstation a bad reputation to those more impressed by quality over quantity and cheapness). The GameCube, while not have the same status of branding and market coverage, is very child-friendly in its design and game selection; the Nintendo Company is well established as producing family games in bright colourful packages. It has branched out in recent years; producing games that appeal to a wider audience, but it still has a large selection of fun colourful games available, which are ‘classics’ of family entertainment. The Xbox is not as favoured; I would think this is due to its similarities to a PC (and the connotation of work that that conveys) and because the most famous games for it are fighting based, something that females are not expected to enjoy as much. It is also interesting to note that with the older generation consoles, men are more likely to own each one, and they own far more of the older or obscure ones too, from the NES, to arcade machines and Amiga 500’s. This implies to me that males have a far greater history with games consoles, which women have not caught up on yet; none of the women questioned owned any unusual consoles, just a couple of older ones. I also noted that the males are more likely to own a Game Boy Advance (either the original or SP variety) which is, no doubt, influenced by its gimmick factor, and the distinct male advertising. It is interesting that the original Game Boy Advance was aimed at children and the SP at adult males, and yet more males own the original, and the difference in percentage of ownership is less with the SP. Only 5% of the females owned over 4 consoles, whereas 19% of males did. There were several males who owned nearly all of the next generation consoles, implying it is a big hobby for them. Manhandling Joysticks & Pushing Buttons – Liz Valentine 67 The average number of consoles owned by each male is 3.1, and the average number owned by each female is 2.4, while there is not too great a difference, it is still a difference, and there are a lot less female gamers so the actual number of consoles owned by females is much less. 100% Male Female 90% 80% Percentage of Each Group 70% 60% 50% 40% 30% 20% 10% 0% PC PS2 Xbox GCube PS1 N64 Dreamcast GBA GBASP Other Consoles Diagram 4: The Consoles Owned By Gamers Favourite games There was a large variability in the favourite games given by people. Of all the responses, Males favoured games such as GTA Vice City (an action adventure crime/racing based game), Counter-Strike and its various ‘mods’ (a team based first person shooter), Half Life (a first person shooter), Battlefield 1942 (another team based First person shooter), Quake (a first person shooter), Neverwinter Nights (a fantasy RPG), and the Final Fantasy Games (Console based anime style RPG). The favourite games amongst the females were the Sims games (People and interaction simulation), the Mario Kart games (Children’s racing games), Counter-Strike and its various ‘mods’ (team based fps), Baldur’s Gate (Fantasy RPG), the Zelda games (Action RPG), and GTA Vice City (an action adventure crime/racing based game). Manhandling Joysticks & Pushing Buttons – Liz Valentine 68 Obviously these are only a few of the games mentioned, as there are so many. I categorised all of the games by their genre which resulted in the graph (diagram 5) shown: 30% MYP FYP 20% 15% 10% 5% 0% R TS St ra te Pu gy zz le /S m al l Ki R dd ac y in Ka g rt R ac in g Sp or ts Sp Fi or gh ts tin M an g ag er Pl Si at m fo rm R e r3 PG D D & An D St im yl e e St yl e R PG Ac C tio rim Ac n e R tio ba PG n se Ad d ve ac nt tio ur n e ad v Ph en ys tu ic re al Fl ly i g In h t te Si ra m ct iv e M us Si ic m Pe Su op rv le iv al ho rro r Te am FP S Ba se d FP S Percentage of each group 25% Game Type Diagram 5: Favourite Games Types From this information you can see that the males have a much wide spread taste in games, whereas the females prefer better defined categories. The most favoured genres of games for males are First Person Shooters, Team Based First Person Shooters, and to a lesser extent, crime based action adventure, action adventure, and anime console RPGs and Fantasy RPGs. The females choose somewhat different games; the FPS and Team Based First Person Shooters still feature highly, I would expect this is due to the large number of online multiplayer games available in these categories, they make great social games. However, platformer games are their favourite; games where a character (usually a cute character) travels along from one end of a level to another, sometimes in a straight line, and sometimes over a 3D area, defeating “baddies” and collecting items along the way. A greater percentage of females than males also preferred crime based action adventure games, was surprising. In these games the pretence is often that you are either a cop or a gangster, and you can take over people’s cars, race them around cities, shoot people, and complete missions. In GTA Vice City you can beat up and sleep with prostitutes. Manhandling Joysticks & Pushing Buttons – Liz Valentine 69 The females also prefer sports games, Fantasy style RPG games, child kart racing games, and Sims games (which no males seemed to like). It is interesting to note that there are no cases where girls do not like a game significantly less than the males; in fact it seems that it is the other way around. There are games which are definitely “Female Only” realms. However, there is still a relatively small female games market, most people assume female gamers to be Sims players or Fantasy RPG players. Favourite characters There is a large number of favourite characters, as one would expect, as there are a large number of characters to choose from, and a large variation in people to choose them. However, there are a few firm favourites. Amongst the male players, the most popular characters are Mario (16% of males mentioned him), Link from the Legend of Zelda games (9%) and Sonic the hedgehog (7%). All three of the characters are at least 20 years old, and are loved for their cute representations, personalities and on the merits of the games – the first of which were ground breakers, loved by many people of my generation as nostalgic memories of childhood. Many games have been made with each character – a sign of their commercial success. The games were and are, suitable for all ages and are known as classics. Of the more modern characters, several were mentioned by 3 or more different males. They chose Gordon Freeman from Half Life (a normal scientist), Guybrush Threepwood from Monkey Island (a cartoon style comically amusing pirate), Lara Croft (as she is “easy on the eyes”), Raziel of the Legacy of Kain games (a vengeful gothic vampire), Tommy Vercetti from Grand Theft Auto Vice City (an 80’s hip gangster), and Yoshi from the Mario games (a cute green dinosaur). This spread of characters covers several kinds of character and game. The female gamers had slightly different tastes in characters. Their favourite was again Mario, the cute plumber, but the other two characters of their top three were Lara Croft (because she is cool, and ‘fab’ and ‘kicks butt’), and Crash Bandicoot, a cartoon style marsupial in a 3D platform game. The top three suggest that females do not have such a lengthy history with computer games, as two of the three characters are only about 8 years old, and Mario, who is potentially 23 years old, has had many more games made over the years. For my age group (approximately 19 to 24) the first game one will have ever likely played will have been Sonic the Hedgehog, or a Mario game. Lesser common, but still notable character choices by the females Manhandling Joysticks & Pushing Buttons – Liz Valentine 70 were Sonic the hedgehog, and two Final Fantasy 10 (a 2003 game) characters – Tidus and Yuna. Tidus is a young man struggling to come to terms with loss, and a world turned upside own. Yuna is a young girl (17 at the start) who is naïve, but grows into a woman through the course of the game. The game, like other Final Fantasy games has a Japanese anime style of fantasy gothic costumes, combat involving large weapons, summons and immense spells, and a storyline of fantastical good against evil. Intertwined within the main story line is the history and personal development of each of the characters – each have a different personality, and different traumas, loves and personal discoveries. They are popular with females I imagine for this personal detail, and social development, but the games are popular across gender, as they incorporate many elements of game play, combined with a striking visual style, and music, set in a strange land. Many people of both genders (a third of each group) said that they did not have a favourite character at all. Their reasons were that they did not play games with characters in, or where the characters were all pretty much the same, such as strategic simulation games, or online games such as Counter-Strike. Some people said that they did not ‘get attached’ to games characters and that games characters were in general weak, and films provided better characters. It is more telling to split the characters chosen into groups: obviously this is subject to personal opinion of how to split the characters up, but I tried to remain objective. The overwhelming majority of players that had a favourite character chose a ‘male cute’ character, such as Sonic, Mario, or Link. I used the word cute to describe a cartoon childlike quality about the characters, as opposed to a sexually attractive cuteness. As said previously, I put this groups’ success down to nostalgia, and the fact that many of the first successful characters were in this group, conversely however, there were very few substantial similar female characters. Perhaps if there had been equivalent female characters, another group of favourites would have emerged. However, the most obvious thing that strikes me about the choices is that males prefer to play as male characters, with the exception of males who liked females due to their sexual and attractive merits, and females as female characters. A fair number of females chose male characters – but generally only tough fighters, or shooting characters, or the anime style Final Fantasy characters, however, both genders of these characters were very popular with girls, based on the depth of personality and personal development. I suspect that they choose the fighting males as there is a lack of reasonably comparable female characters. They do exist, but in general they are exploited Manhandling Joysticks & Pushing Buttons – Liz Valentine 71 sexually in appearance, mannerism, and movement, and often persist in talking in high soft voices (a Japanese trend), and usually conform to stereotypical female abilities, where they are quicker and more agile, but weaker than their male counterparts. I feel, based on these results, that if there were more reasonable female characters available, more females would be encouraged to play, and gaming would lose some of the stigma it has that makes many view it as an immature young mans’ hobby. 45% MYP FYP 40% Percentage Of Group 35% 30% 25% 20% 15% 10% 5% e on C ut e N /C om ic im e An th F ig gl e sy W F gh Fa nt a F l iT ou R ea gh Sc iF An dr og yn ou s/ Bo F C om ic F To u F C ut e F C ut e M M al e C om ic M N or M m al To ug h M R ea Sc l iF i M To Fa ug nt h as y To ug h M An im e 0% Character Type Diagram 6: Favourite Characters Who plays games? This question was not designed to find out a true statistic, but rather to ascertain the beliefs of each group (MYP, etc.), and to see if any discrepancies between the estimated reality and the opinions of each group occurred. It is no surprise that nearly 100% of all four groups thought that males aged 11 to 25 would play videogames. All groups also felt that younger males were fairly likely to play, and they all felt that older males were increasingly less likely to play, with age. The general shape of the opinions is the same for female players, however with much less numbers: all groups consider the female 11-14 age group most likely to play games, but even this is around 50%, less than 25-36 year old males. Again, all groups felt less younger females are likely to play, and increasingly less older females were likely to play. There is a feeling that not Manhandling Joysticks & Pushing Buttons – Liz Valentine 72 only are females far less likely to play (in some cases approximately 7 times less likely), but that they will be most likely to play at a much younger age than males. While the age of an average male gamer would seem to be approximately 18, the age of the average female gamer would be 14; this infers the immaturity linked to gaming that is stereotypically more likely in males, and that non playing females were so scathing about when asked their views about gamers. The expected numbers of female and male gamers will most likely be affected by people’s expectation of the culture, through the affordances of its advertising, and the fact that more males seem to talk about their hobby than females, non game players may be led to believe that there are very few female gamers. This difference in perception will create a barrier to any outside of the culture (especially females) as they will not see a place for themselves within it. The advertising would do better to afford itself some female interest for the stereotypical view of gaming to change – in order to make females feel welcomed by the culture, and to stop non playing people viewing them badly, creating a barrier of peer pressure. 100% MYP MNP FYP FNP 90% Percentage of each group 80% 70% 60% 50% 40% 30% 20% 10% 0% M F 5_10 M F 11_14 M F 15_18 M F M 19_25 F M 26_35 Age & Sex Diagram 7: Who Plays Games? Manhandling Joysticks & Pushing Buttons – Liz Valentine F 36_50 M F 51+ 73 Who plays? Percentage of expected players across age groups for each sex To further look at who people think play games, I asked all respondents to estimate the percentage of male and female gamers. The results are almost mirror images of each other, with the estimated number of females being low, and the expected number of male players, much higher. If you look at the results to find the modal group you can see that for the males it is 6180%, and for the females it is 0-20%: implying on average a ratio of male to female players of 7:1. However, the average percentages are much different; the average for the males is 58%, and the average for the females is 23%, which presents a ratio of between 3:1 and 2:1. I would imagine, based on my other research that the true figures lay between these estimates. The FYP group tend 60% MYP MNP FYP FNP 50% 40% 30% 20% 10% 0% 0-20 21-40 41-60 61-80 81-100 Percentage of each group Percentage of each group to think more people play, and the MNP group think the least number play. 70% MYP MNP FYP FNP 60% 50% 40% 30% 20% 10% 0% 0-20 21-40 41-60 61-80 MALE FEMALE Estimated Percentage Estimated Percentage 81-100 Diagram 8: Estimated Percentages of Males/Females that play across age groups. Who are games adverts aimed at? This may affect the views seen above, of who plays. Non players may have just the advertising they see, and existing prejudices to base their opinion of gaming on. Indeed, the shape of the graph (diagram 9) seems to replicate the graph of ‘who plays’ (diagram 7), but on close inspection it shows some different thoughts. All groups think that games’ advertising is mostly aimed at males between the ages of 11 and 25, although primarily between 14 and 18; young enough to be children, but old enough to potentially have disposable income and more spending power. There were far fewer people in all groups who thought games advertising was aimed a females, or older men (post 36). The age group of females they felt were most targeted by games adverts were younger than the males at Manhandling Joysticks & Pushing Buttons – Liz Valentine 74 11 to 14. None of the FNP group felt that games advertising was aimed at any female over the age of 18; implying that they themselves do not feel at all enticed by it. In this respect games companies must really be missing the mark if they ever intended to get more females into games. This group of females however, did seem to have an innate dislike of games culture. Compare this to the MNP group, who do not seem to think that their gender is being alienated. The fact that fewer people think that adverts appeal to girls, than those who think there are female players in each age group implies that the girls that do play are not doing so on a merit of advertising. This is also the case with the older males. There could be a sense that these people are ‘going against the grain’ and are not doing what society would expect of them or what he games advertising would imply. Advertising is focusing strongly on one group of gamers, and it seems to be the intended age group of the PS2 and X-Box market, perhaps the most visible modern advertisers. 100% MYP MNP FYP FNP 90% Percentage of each group 80% 70% 60% 50% 40% 30% 20% 10% 0% M F 5_10 M F 11_14 M F 15_18 M F 19_25 M F 26_35 M F 36_50 M F 51+ Age and Sex Diagram 9: Who Are Games Aimed At? Opinions: views of gamers in general Views of gamers are varied, but there are some consistent thoughts. Non gamers felt fairly negative about gaming as a pastime, saying that they viewed gamers as socially inadequate, Manhandling Joysticks & Pushing Buttons – Liz Valentine 75 wasting their time, un-innovative, uncreative, or unable to occupy oneself, or addicted/captive to the screen. However, 19% of the FNP group said that they had no opinion, or didn’t know. Some stated that they felt gamers needed to ’get a life’ and that they should get more exercise, and that they must have too much spare time and be bored. I find it strange that gaming, as any other pastime, is entertainment used socially amongst friends, or to pass time when alone, yet it has the stigma of breading a generation of socially inept couch potatoes. Nobody seems to have anything against reading books for hours, even though this can be an introverted ‘detached from reality’ hobby. The key is in the moderation. People think it is easy to get addicted to gaming, and that it is a geeky thing to do. There was a strong trend amongst all the groups that gaming was fine if not done for too long and at the expense of other activities, such as exercise. If playing for too long, even gamers seemed to think it a bad thing. This was the overwhelming majority feeling of the FYP group – perhaps trying to maintain a medium between what other females think and their own interests. The non playing groups also added the stipulation that it was alright for younger people to play (under 18 approximately) but past that it was ‘sad’. All groups felt to some degree or another that it was normal; although the gamers thought so by far more. 16% of the FYP group and 52% of the MYP group thought that they were no different to anyone else with a hobby – I believe their views, especially the men’s to be influenced by their peers; with the male players, most of them will probably know other players – so they think they are the norm. Non players are less sure of this. Other opinions of the FNP group were that gamers are nerds or losers, and are lazy and given to escapism. Both the playing females and the non playing females linked gamers to violence, immaturity, intelligence, and an association with technology or a skill with computers. None of the males mentioned these things, implying that the violence their competitive spirit can convey is transparent to them, and that they think nothing of the link between computer games and technology/computer skills, perhaps taking it for granted. The female gamers did not think that gamers were socially inadequate, and like the male gamers they felt that gamers used the pastime as a way of winding down, fun, and able to occupy themselves. Manhandling Joysticks & Pushing Buttons – Liz Valentine 76 Some people made the assumption that gamers were males. The MNP group thought they had too much money, or that gaming was a waste of money, and are young and energetic. The MYP group thought of gamers as kindred, however they did also say that a gamers’ ‘coolness’ would be determined by the consoles they owned and the games they played, indicating a certain level of prestige amongst male gamers. There is a contradiction where so many people, especially the MYP group, think that gaming is no different to any other hobby, and examples given were like watching TV or a film. Yet, if this were the case, gaming would not be so heavily gendered. A common retort is that gaming is a ‘guy’s’ hobby, and ‘girls have Barbie and shopping’. However, there is no real reason for the hobby to be gendered – many men enjoy shopping, albeit maybe for different things, and men have equivalent dolls to play with as children. Gaming in essence is not gendered, yet advertising, some game content, and current prejudices may have us think that it is. However, despite the hostile approach to female gamers shown by some male players, it does seem that the general opinion of male gamers is that female gamers are a positive thing. Opinions: views of female gamers? The views of female gamers were equally varied. The MNP group, for the most part, were divided between viewing them as out of the ordinary for females (28%), and that it was alright depending on the age of the female (up to 19). 17% felt that they were normal, and several people viewed it as a bad thing. Of the other MNP opinions, they were viewed as fun, more interesting, perhaps intelligent, and with computer skills. The FNP group was much less impressed with the idea of female gamers. 28% said they had ‘no opinion’, while 17% were fair, but didn’t sound overly enamoured. They thought it was OK, providing one didn’t play for too long, and they viewed the female gamers as tomboys, who were socially inadequate, generally not a positive thing, lazy, and unusual for women. It is surprising how the most opposition is seen towards female gamers from females! It is also interesting, that while the MNP put a condition on the age of the gamer, the FNP do the same, but for time. Manhandling Joysticks & Pushing Buttons – Liz Valentine 77 Lastly I will consider the MYP group. This group seemed as if they liked the prospect of female gamers. The majority (24%) said they felt they had no issues with it, and a further 21% said that it was normal, and didn’t matter. The remaining shared opinions were that female gamers were rare or uncommon, and that they were a good thing. They were impressed at them for breaking their feminine stereotype, and wanted to see more around. Several males also said they thought that they would be tom boys, or masculine, and that; again, it was fine providing it wasn’t done for too long. Other shared thoughts were that girl gamers were potential girlfriend material, that they are poorly catered for, and badly treated, that they may be secretive of their hobby, but that they were a sign of better times. It is truly encouraging to see that male gamers do not seem to hate the female gamers. In fact, what concerns me is the peer pressure and expectation to conform approaching female gamers from their own sex. One thing that I do wonder is if the male gamers were being fairer than they usually would be, due to knowledge of the debate of gender and video games, and as they don’t want to be viewed as the oppressors. Due to the strong negative stance from non-playing females, and because a large number of them had no opinion, they do not sound overly supportive, and still think of the pastime as juvenile. Opinions: how do female gamers feel male gamers view them? Considering the fact that the male gamers stated, largely, their liking for female gamers, the female gamers seem to feel neglected or abused in general. The largest common view was that male gamers viewed them as being less skilled, or as being less serious and less knowledgeable. Several said that they had no opinion, or ‘didn’t give a toss’ implying one needs to be tough to survive this male arena. They also felt that male gamers viewed them as either a ‘welcome change’ or as pin-up and girlfriend material. Of the remaining opinions, the female gamers thought that male gamers felt they were no different, a humorous joke, non-existent, as geeks, and as competition. Obviously, between how the male gamers said they viewed the female gamers, and how the female gamers feel viewed, Manhandling Joysticks & Pushing Buttons – Liz Valentine 78 there is a large discrepancy, with the females feeling worse than the males’ opinions suggests they should. I would estimate that it meets halfway; assuming that the males are conscious of their answers and behaviour when answering the question, so are not so ‘mean’, and similarly that the females are using the chance to say what annoys them, if anything. Opinions: do female gamers’ female friends think they are odd? There is a sense that female gamers are going against the grain, and are not doing something that is considered appropriate for their gender. That such prejudices still exist surrounding a form of entertainment in this ’enlightened’ century is a bit perturbing, but a fact. The game playing females who answered this question mostly thought that non-playing females sometimes thought them odd. This implies that they feel that they are ‘out of the ordinary’. From the views of the non-playing females with regards to female gamers I would assume this to be the case – as many of them were not very approving. There is definitely a sense that female gamers play for the attention it can get them for being different. 60% 50% Percentage of FYP 40% 30% 20% 10% 0% Don’t Know Never Sometimes Mostly Always Diagram 10: Do Female Gamers’ Friends View Them as Odd? Do female gamers have less skill than male gamers? In theory women should be no worse at playing games, or using any kind of technology than men. That is, if one does not enter the arguments that male and female brain work in different ways. However, there is often a low expectation of females when relating to technology; they may use their gender as an excuse for poor performance, and may never see any need to Manhandling Joysticks & Pushing Buttons – Liz Valentine 79 better their skills. Some may not even try. There are links between playing computer games and using computers, the females still seem in general reluctant to embrace the new technologies, and many women, and older people of both sexes, see computers as unreachable and games as juvenile. I think the only reason to consider that females have less skill at games is through lack of exposure to the consoles and games, and, because even the females that do game, do not do so for as long as males on average, they have had less practice. They may have less confidence due to harassment they may receive due to their gender, and due to a stereotypical historical view, they will probably have lesser expectations of themselves with regards to technology. My results here show that the male gamers were more inclined to think that females were worse players, but only by a fraction. Even many of the female gamers thought that female gamers were more likely to have lesser skills. I do wonder at the truth of these responses. While it seems obvious what the answers should be when asked directly, in a questionnaire, the reality or the supposed reality that one may experience online may suggest a different view: when playing in large groups, males may be more vociferous and less politically correct than their common sense tells them. Think perhaps of asking men if women are worse drivers or not; ask them directly and they may be more correct about it than when they are joking about it in a group together, or when they are on the road and driving. The situation emits a different impression than the truth of the matter. I may only be joking, but it still has the affect of building prejudices and pervasive opinions that become accepted ways of thinking. 60% MYP FYP 50% Percentage of Group 40% 30% 20% 10% 0% Never Sometimes Mostly Always Don’t Know Diagram 11: Do Female Gamers have less skill than Male Gamers? Manhandling Joysticks & Pushing Buttons – Liz Valentine 80 Does games’ advertising discourage females? I posed this question to all groups twice, once before showing the adverts, and again after. There was not that much difference in opinion between the first and second time, although the opinions of all groups became more certain that the adverts either discourage or encourage, rather than being indifferent, more people changed to negative from indifferent than to positive. The general opinion was that games advertising did nothing to encourage females, and is either indifferent to them, or discourages them. It was noted in one response that the term indifferent Percentage of each group could mean that the games companies don’t care if they encourage girls or not. 70% 60% 50% MYP 40% MNP 30% FYP FNP 20% 10% 0% Before After Encourage Before After Indifferent Before After Discourage Diagram 12: Does Game Advertising Discourage Females? How do they play? The female gamers were not likely to play over a network, or online at all, not with friends, or with anyone. 65% of the females did not play online or over a network, as opposed to 20% of the males. Both males and females were most likely to play socially, or alone, although it was more likely for men to play alone. The males were also far more likely to play online or over a network (over 60% in each case). The reasons for a lack of internet/network play in the female group could be explained by their low ownership of personal computers, indicating that gaming occupies a smaller place in their life than it does in many males’ lives. Manhandling Joysticks & Pushing Buttons – Liz Valentine 81 120% 100% Percentage of group 80% MYP FYP 60% 40% 20% 0% Online_Anyone Online_Friends Network Alone Socially Diagram 13: How Do People Play? What avatar/alias is used online? A large percentage (63%, compared to 21% of the males) of the female gamers said that they did not play online at all which may imply a lack of interest, a lack of access, or a fear of derision. Considering the small number of female players, this leaves 14 online female players and 96 male online players, so an approximate ratio of male to female players online of 7 to 1, a much more exaggerated ratio than male to female gamers overall. Many people noted that they used male characters, but only because that was all that was available. In popular games such as Counter-Strike all of the models are male. There were also people who said that they did not play games involving characters. The most obvious observation is that male players tend to choose male characters or aliases (perhaps for fear of homophobic insults), and most females tend to choose female characters (where they can). For both sexes, to play as their own sex is preferable, to play as an androgynous character is not as preferred, but is still far more popular than playing as a character of the opposite sex. Many of the answers noted that they played as their own gender because ‘that is what they are and because the characters could represent their personality’. One female said that she chose a female avatar because she is proud to be a female gamer, and another said that even though she played with a female avatar, most online players still thought she was a male. Manhandling Joysticks & Pushing Buttons – Liz Valentine 82 Some males chose female avatars as it is ‘cuter this way’ or because they exhibit standard stereotypical feminine traits of being quicker and more agile. Some males avoided female avatars however, to avoid being ‘hit on’. The females that chose male characters did so because they have better abilities or feel stronger. Some chose androgynous avatars to avoid ‘pervy male attention’ and the males said they chose androgynous characters to avoid giving out too much information or purely to aid game play (a smaller avatar is harder to hit so one male used a skeleton). 70% 60% Percentage of eac group 50% 40% MYP FYP 30% 20% 10% 0% Male Female Androgynous Don’t Play Online Diagram 14: What Alias/Avatar is Used Online? My assumption from these answers is that females like to play as females, so perhaps if there were more decent female character choices available, more females would be encouraged to play. Do non-players fear derision? The males either thought they would be derided for a lack of skill, or not at all, but certainly not for their gender. One man made the comment that he felt he would be patronised, as he was older. The women felt it most likely that they would be derided for their lack of skill, although around 20% felt that they would be derided due to their gender. Only 22% of the females thought they wouldn’t be derided at all, compared to 46% of males. I think it may be Manhandling Joysticks & Pushing Buttons – Liz Valentine 83 likely that they view themselves as open to attack for their lack of skills as females are stereotypically worse at computer/console related work and play, which may be purely down to a lack of practice, or due to their own belief in their lesser abilities, or because it is an excuse. The overall picture is that females feel that they would be more vulnerable gaming than men. 70% Percentage of those that answered 60% 50% 40% MNP FNP 30% 20% 10% 0% Skill Derision Sex Derision None Other Form of Derision Diagram 15: Fear of Derision What derision is found online? Compared to what non-players fear, online players say that what they actually experience is somewhat different. For example, the females were more likely to say they experienced no derision. Non playing females thought they would be ridiculed for a lack of skill far more than because of their gender, yet the FYP group feel the opposite; that they experience far more derision for their gender than they do for skill. It is also worth noting that non playing males did not feel that they would be derided for a lack of skills, yet a third of the game playing males experience this, although this could be in the form of competitive but friendly jibing, or of more malicious forms. The reality of gaming culture is not what those outside of it may imagine. Perhaps the FNP group don’t know many female gamers, and have only got male gamers to base their views on; hence they feel their skills are more likely to be mocked, rather than gender (something that sits uncomfortably in the 21st century). Manhandling Joysticks & Pushing Buttons – Liz Valentine 84 One of the females said she got abuse for being the ‘admin’ (administrator for a server upon which an online game is played), which is a very unusual position for a female in the first place. Another said she was harassed by ‘men thinking I want cyber sex’. This kind of basic sexual harassment features a lot in game play, according to many sources; ‘as soon as they find out you are a girl they try and come on to you, and then they find out you are taken, and they are like, ‘well, you suck and I bet you are a ‘minger’ anyway’…’. I am dubious as to whether or not the males involved realise what they are doing, or if they think it acceptable, especially considering the competitive masculine atmosphere. The males left other comments that put derision down to idiots or kids ‘shit stirring’ or generally ‘trash talking’ or name calling (‘n00b’, pronounced noob, is a common insult inferring a lack of skill in a game). Several said that they were abused because they were too good (in a stereotypically male ego trip) and one mentioned general homophobia. Percentage of those that answered in each group 60% 50% 40% MYP FYP 30% 20% 10% 0% Skill Derision Sex Derision None Other Form of Derision Diagram 16: Derision Online What puts people off buying or playing games? People’s reasons for being put off a game vary. The MYP group felt that the game plot was the most decisive factor, or that nothing would put them off. They felt that shop atmosphere would put them off too (just under 20%), which surprised me. Peoples’ view and game violence Manhandling Joysticks & Pushing Buttons – Liz Valentine 85 were the least important factors. In the other category, cost and magazine reviews were common reasons for being put off a game, and the genre of the game could be a deciding factor. 60% Percentage of each group 50% 40% MYP MNP FYP FNP 30% 20% 10% 0% Peoples Views Violence Characters Game Plot Adverts Shop Atmos Nothing Other Diagram 17: Factors Putting People off Buying/Playing Games A similar percentage of the FYP group would not be put off by anything, and again they would be put off by a bad game plot, although to a much greater degree. In contrast to the MYP however, the females also felt that violence, the characters, and the adverts may put them off. None of the females said that people’s views would put them off, and fewer said that shop atmosphere would put them off than I anticipated; indicating that to be a female gamer implies some degree of thick-skinned attitude. Other negative aspects were the price, and one female said that she was put off by games being overly sexualised. I asked non gamers what put them off playing games, both non-playing group were most put off by the violence, something that does feature in many games, with combat mechanisms compared and special moves flouted. Second to this, game plots put both groups off. After this, the males are put off by people’s views or by nothing at all. They also mention the cost, which implies a barrier that is not linked to ‘not wishing to play’ but rather to not having the means to do so. Manhandling Joysticks & Pushing Buttons – Liz Valentine 86 Only one of the FNP group mentioned cost, which implies that this element of not having the means to play is not an issue. After violence and plot, the females were most put off by the shop atmosphere (which, judging by their views of gamers they would find immature places to be), and by the adverts, which as we also see usually sell games on a display of macho power or feminine beauty/sexiness. Less still said they were put off by nothing. Of the other comments that were made, several women said that they ‘just weren’t interested’, or that it is childish/insipid, or a waste of time. Their negative view of it will obviously keep fewer women from playing. How are videogames characters portrayed? The responses to this question were trying to ascertain what the stereotypical games character is, and if the views of gamers match the views of non gamers. The results indicate that the overall impression is that male characters are heroic, butch, cool, sometimes intellectual, admirable, powerful, and sometimes funny. The MYP group thought they were butcher, more suave and dangerous, cooler, more admirable and funnier than other groups did. The MNP group thought they were not so cool, but were more hyper sexualised than any other group indicating their external view as slightly different. The FNP group thought the males were butch, heroic, powerful and more dangerous than the other groups, again indicating how their external view differs from game player’s views. Manhandling Joysticks & Pushing Buttons – Liz Valentine Percentage of group Diagram 18: How Male Characters Are Viewed Manhandling Joysticks & Pushing Buttons – Liz Valentine Se x A y/ 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% ttr H a oi e/ c iv ct er P v ro o t ca i ve C ut e l Vu n bl - er e p Hy a er x Se u iz al ed Fe m m Fa ch e- t Bu t e al /S Vi u s e av im ct & D an g o er us oo l t In el l t ec ua l Characteristics C Male Characters Ad m ira bl e Po w er fu l n Fu ny O th er N on -A w ns er MYP MNP FYP FNP 87 88 The female characters were in general considered to be pretty much the opposite of the male characters – sexy, cute, vulnerable, hyper sexualised, victims, and conversely, also femmefatales. The female gamers tended to think that the female characters displayed less of the ‘positive’ attributes. They thought that female characters were not very funny, powerful, admirable, heroic, or intellectual, compared to the other groups. The male players tended to think higher of the female characters and not just in a sexy way (although this obviously features). Considering it is often argued that there is no problem with having sexy looking women in games, because the males say that the male characters are just as attractive, I feel the difference comes at the level of exploitation of these looks, or actions, and the lack of ‘personality’ qualities. It is also interesting to note that while all groups say the female characters are attractive and sexy, or hyper-sexualised, the same cannot be said for the male characters (although the males are more inclined to think they are sexy) – therefore, if this argument was to stand, females would have to find games male characters attractive too. If there was true equality between the characters, then female characters would not be recognised purely as beautiful, over sexualised, and perhaps bitter, dangerous or maltreated, but public opinion would change to see them in a new light, or to give greater variation to them. To sell games to women they need to find what females want from a character – preferably female characters, as we have already seen that they prefer to choose females (cute classic characters aside) where they can. In this respect they are being let down by a perpetuation of existing stereotypes that keeps gaming under the label of a young male hobby, that is perhaps immature. The lack of depth in characters does nothing to change this. However, as some people noted, they don’t care about the characters, or will watch a film for that depth of personality, there is a sense that it would be political correctness gone mad if games characters were forced to be ‘correct’. The extreme macho behaviour of characters such as Duke Nukem is half the fun of some games, but it is the variation and the knowledge that the game that you are playing is supposed to be silly that makes it funny (you know what to expect, and can also disassociate it from ‘the norm’). With current female characters there seem to be few variations on the two moulds: the Japanese style soft voiced emotionally deep magic user/high kicking agile buxom (or girlish) beauty, or the western style of female that is curvaceous and more dangerous, and who may be a fantasy wench. Manhandling Joysticks & Pushing Buttons – Liz Valentine Percentage of Group xy Se c oi er H e iv at c vo ro P e/ tiv c a ttr /A 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% e ut C e ed bl liz ra a e u ln ex Vu -r S e yp H F em em & s im ct i V e av u S e/ al t Fa h tc Bu l oo C al le tu ab c r i e ll m te Ad In Characteristic us ro e g an D Female Characters w Po l fu er y nn Fu er th O on N er w s An MYP MNP FYP FNP 89 Diagram 19: How Female Characters Are Viewed Manhandling Joysticks & Pushing Buttons – Liz Valentine 90 Who are the adverts aimed at? The adverts I selected were taken from several issues of Edge magazine, and two issues of The Official Nintendo Magazine UK. I selected all the graphically interesting full page adverts that I found (i.e. those that worked well as adverts, and that try to grab a target audiences attention), and ones that I felt represented what is usually on display shops and in many magazines. Scans of each advert are included in this dissertation. None of the adverts were considered to be aimed mainly at females. In most cases each advert was considered male orientated, especially in the case of adverts 1, 2, 4, 8 and 9. In a few cases adverts were considered to be aimed at both males and females, but this decision was always levelled by a large percentage of people also choosing male only. The only adverts remotely be thought of as female orientated were 6, and to a lesser extent, 9, but in both cases this opinion was still the minority. It is interesting to note that in some cases the opinions of each group varied considerably. For example, those that played games considered Zelda (advert 12) to be aimed at both sexes, because of their previous knowledge of the game. Those that did not play were more inclined to say it was aimed at males. This also goes for advert 11 where the sight of a messy room does not gel with non-players (especially females) views of what appeals to women. Players (especially males) thought that this was suited for both genders. The same is seen with advert 10 (Jak and Dexter) where previous knowledge of the game lead players, and non playing males to say it is suited to both genders, but non-playing females see it as heavily male orientated. There is a definite male orientation in the adverts, and while many may be considered suitable for both genders, sometimes it is only through previous knowledge of the game that one thinks this. This has obvious implications, if gaming represents itself as male orientated (“for men”), and associates itself with ‘hot girls’, insults, and messy lifestyles, it will do itself no favours when it comes to attracting more females to play – they will still see it as immature and as a young mans’ pastime. Manhandling Joysticks & Pushing Buttons – Liz Valentine 91 Responses to the adverts 100% MYP MNP FYP FNP 90% Percentage of each group 80% 70% 60% 50% 40% 30% 20% 10% Ad1 Ad2 Ad3 Ad4 Ad5 Both Female Male Both Female Male Both Female Male Both Female Male Both Female Male Both Female Male 0% Ad6 Advert & Category Diagram 20: Responses to the Adverts (Adverts 1- 6) 100% MYP MNP FYP FNP 90% 70% 60% 50% 40% 30% 20% 10% Ad7 Ad8 Ad9 Ad10 Ad11 Advert & Category Diagram 21: Responses to the Adverts (Adverts 7 - 12) Manhandling Joysticks & Pushing Buttons – Liz Valentine Ad12 Both Female Male Both Female Male Both Female Male Both Female Male Both Female Male Both Female 0% Male Percentage of each group 80% 92 Advert 2 Advert 1 The 12 adverts: Manhandling Joysticks & Pushing Buttons – Liz Valentine Advert 4 Advert 3 93 Manhandling Joysticks & Pushing Buttons – Liz Valentine Advert 6 Advert 5 94 Manhandling Joysticks & Pushing Buttons – Liz Valentine Advert 8 Advert 7 95 Manhandling Joysticks & Pushing Buttons – Liz Valentine Advert 10 Advert 9 96 Manhandling Joysticks & Pushing Buttons – Liz Valentine Advert 12 Advert 11 97 Manhandling Joysticks & Pushing Buttons – Liz Valentine 98 Where do you buy your games? I was interested to see if more females shopped online (to avoid going into the young male environments that are games shops) than bought in shops, but I was wrong. Most of the female gamers said they bought their games in game shops, and the smallest group bought online (approximately 16%). A much larger percentage of females (compared to males) don’t buy their own games, which imply more of the females are playing someone else’s game and consoles, and don’t spend their own money on it. This is quite common in my experience, as girls may like playing, but would not buy their own consoles and games due to technological inhibitions or the expense, but will play their male friends’ games. It is interesting that a large proportion of the males (45%) say they buy games online, this implies that the ratio of males and females I observed in the games shops was not as representative of the proportion of female gamers, as most of them are in the shops, while the males may be online. 70% 60% Percentage of each group 50% 40% MYP FYP 30% 20% 10% 0% Online Shops Don’t Buy Diagram 22: Where Do You Buy Games From? How comfortable do you feel in game shops? Judging by the lack of females in game shops, and especially by the lack of lone females in game shops, and conversely the large amount of young, and young adult males in game shops I am not that surprised by the results of this question. The shapes of the graph (diagram 23) are Manhandling Joysticks & Pushing Buttons – Liz Valentine 99 such that the males tend to feel comfortable in game shops, with most feeling fairly comfortable, wile the females tend to feel more uncomfortable (although the majority say they feel indifferent, or comfortable, far less females feel comfortable than the males do, and far more females feel uncomfortable than the males do). This implies that not only are there few female gamers, but of those that do exist they are more likely to feel uncomfortable in games shops, a threatened minority. 35% 30% Percentage of each Group 25% 20% MYP FYP 15% 10% 5% 0% Very Comfortable Fairly Comfortable Indifferent Fairly Uncomfortable Very Uncomfortable N/A Diagram 23: How Comfortable Do You Feel In Games Shops? Favourite games I found that neither the FYP nor MYP group talked to females alone about their gaming, and that the female gamers were more likely to talk to just males, or to nobody about their hobby. This implies to me that female gamers feel as if they must keep their hobby unknown to a greater extent, perhaps because it is not considered a good hobby for them to have, especially by female non-gamers. The fact that male and female gamers will both talk to only males about their hobby, but neither group talks to only females proves how much of a gendered pastime it is. I know from experience that very few women I know want to hear about my exploits in my latest games, they may consider it childish or ‘sad’. This willingness to buckle to the majority opinion of peers will keep female gaming a relatively uncommon thing (or unheard of thing) until the prejudices surrounding gaming are diminished. Manhandling Joysticks & Pushing Buttons – Liz Valentine 100 70% 60% Percentage of each group 50% 40% MYP FYP 30% 20% 10% 0% Male Female Both Neither Diagram 24: Who Do You Talk To About Games? Manhandling Joysticks & Pushing Buttons – Liz Valentine 101 Results of observation of people in game shops I observed the people that went into games shops (or the games department of a shop). The games shops that I chose were GAME and HMV (the most obvious choices for young people and young adults in my local area, and, indeed, over much of Britain). GAME mainly sells video/computer games, consoles, and accessories. HMV has several departments: Music, Videos, DVDs, and games. While games take up less floor-space in HMV than their other departments, they still have the second largest selection of games after GAME, in the city of Canterbury. The following two images are photos that I took of GAME from the exterior, on the 14th February 2004. These will hopefully give an insight into the genre of shop that I am carrying out my observations in. Image 8: Photo showing front exterior of GAME, Canterbury. 14th February 2004 In this photo, the main advert is for a game called Mafia, featuring a dark and mysterious man with a large gun, appealing to those who are perhaps fans of the bravado of Italian-American gangsters in films. A female is looking in the window at the secondary poster: ‘St. Games Day: What your loved ones really want’. Manhandling Joysticks & Pushing Buttons – Liz Valentine 102 Inside the door of GAME each security gate was sheathed with a 5 foot long legged image of Yuna from the upcoming Final Fantasy X2, a series that has many female fans. In this game she and her two female companions (3 female leads) are considerable more “grown up” than in previous games, and this is illustrated in her obviously enticing stance. While she has many female admirers for her strength of character (some I imagine built on the franchise), the placement of her in this manner at the entrance spells out a simple message of trying to appeal to males, and it will be interesting to see how the game play (based on a magical change of clothes with each spell cast fro each girl) appeals to males or females more. Image 9: Photo of GAME doorway I observed the ages and genders of those going into the shops at Saturday midday, for 10 minute periods, for three weeks. I concentrated on noting the dynamics of the groups of people that visited the shops. I.e. who they were with (if anyone), and who appeared to be the active ‘looker’. I repeated the counting of people over three weekends, on the 14th and 21st of February, and on the 6th of March 2004. In no cases did I include the staff in my observations. However it is worth noting that of the 5 (visible) staff in GAME, one was female, and all were young adults, aged approximately19 and 35. For the full results of this research please see the appendices. Manhandling Joysticks & Pushing Buttons – Liz Valentine 103 The total number of people counted over the three weeks was 288, out of these, only 91 were female (just under a third, or 32%). However, the count in each shop is more interesting as, in HMV there is ‘escape’ from the games, as the shop is split across two floors and sells different products, the game section of the shop is on the ground floor with the popular music, and while larger than other games departments of entertainment stores, is small compared to HMV’s other areas (CDs, DVDs, and VHS). The open plan design of each floor, and the wide variety in products on offer, and tastes catered for means that parents and partners need not be in the games area, and can browse what interests them, leaving game enthusiasts o themselves. This is seen in the much lower percentage of females seen in the game area of HMV as seen in GAME. This is more indicative of the true balance of interest in games across gender. Much of what I discovered by this observation was already ‘common knowledge/ prejudice’, however it was necessary to ascertain the facts, even if the facts are built by people’s prejudices. I do not believe that females can find nothing to interest them in games, but only that they have a bad impression of games, due to initial pre-conceptions, the way the culture expresses itself, the way that the manufacturers advertise, and the types of game on offer. There is always the fact that female gamers may be more likely to buy on the web – avoiding the stereotypical game shops altogether (and the inevitable chat up lines that follow, or the assumption that she is buying a gift.) However, I would assume that many men too would buy online too. In GAME, where the whole shop (near enough) is devoted to games and consoles, people may be entering the shop purely as they are in the company of someone else who wants to look. From my observations I can see that this ‘tag-along’ is usually a girlfriend or parent (especially a mother). In GAME, the only other options to remain apart from the gaming culture are to wait outside the shop, or to go on to another shop nearby and to meet up later. Indeed, I did see people take this approach: mothers and girls waiting outside, and some mothers agreeing to meet up later. In one circumstance, a mother waited on the edge of the game area in HMV, with a young girl and a baby, waiting for her husband who was in the game area. There was a physical restraint in this circumstance, as well as a possible lack of interest on the mother’s part – the game area had narrow walkways (narrower than anywhere else in the shop) – that were only wide enough for a pram to fit though – this in itself is not conducive to encouraging mothers in – they will see it as Manhandling Joysticks & Pushing Buttons – Liz Valentine 104 an awkward hobby for social rejects (this latter part comes from the fact that the games are a small department, at the back, with little room: where the people (mostly young males) hunch down and huddle together around games); she was not prepared to cross the boundaries. However, most people would remain in their group when presented with an in shop or out of shop decision. Hence the people observed in HMV will be more indicative of the true gender split, rather than including those ‘dragged’ along! The study of people in GAME will indicate the accepted presence within the culture of each gender, as it is the only game only store in town, and will set the affordances of the product. In HMV however, this decision is removed, as it is not necessary to remain outside of the shop to avoid the games, you can go into HMV and split into the different departments to browse what interests yourself. This is seen as in GAME, 34% of the people were female, but in HMV the number was much lower: only 13 (23%) were female, and of these 13, only 2 of them were ever in the games area without male company, and those two were together as a pair, so there were never any single females in this area. This comparison goes a long way to show that gaming truly must be a male pursuit. It does not explain why, although the marketing and games on offer, as well as many peoples preconceptions of games and the geeks that play them, are to blame. I view the number of lone females and females without male company as important as I believe that only by seeing other females at ease in games shops, or in game areas, will more females come to see the games as available to them. I feel that these measures give a better “impression” of the environment. For instance, there may be 34% females in GAME, but if all of them are uninterested girlfriends and mothers, then the overall impression is still that gaming is a young male pursuit. The number of single interested females and females without male company gives a big indicator as to whether or not girls, themselves, have a true interest in games. To take this further: out of the 288 people (197 male and 91 female), there were 48 males that seemed to be alone, which is 24% of the males. However, only 4 females appeared to be alone, which is 4% of the females. I take from this that men feel more comfortable in games stores alone, or have enough interest to be there alone. Overall, only 1% of the population were single females, and 17% were single males. This is again more marked in HMV, where I did not Manhandling Joysticks & Pushing Buttons – Liz Valentine 105 see one female there alone, and saw 15 lone males (that may have had companions elsewhere in the shop). 27% of the people in HMV were single males, 0% were single females, this will give the impression of the gaming area as male-orientated, an idea enforced by the titles displayed on shelves. To take the idea of the “male aura” further, of the people counted, 69% of the males counted were in groups that contained no females; where as 26% of the females were present without any male company. These values include those people that were alone. This means that 47% of all people were males with no female company, and 8% of all people were women with no male company. Again in HMV this is exacerbated further; out of the HMV population of 56, only 2 were girls with no male company (4% of the people counted in HMV, or 15% of females counted). However, of the 43 males, 33 were without female company – so 77% of the men present had no female company, or 60% of the HMV population. Interestingly enough the two girls were together and I later counted the same pair in GAME. The sight of girls with no male company in a game store will encourage other girls to have a look, or to feel like they deserve a place there. The following diagram (Diagram 25) illustrates the spread of population in each of the shops. The balance between the blue areas and the yellow areas represents the balance of male to female. As you can see, there is a minute yellow presence, most of the yellow areas are diluted with blue (in other words, there is female presence, but it is small and is mostly mixed with male). There is a strong blue presence – in both shops indicating the heavy male presence. Manhandling Joysticks & Pushing Buttons – Liz Valentine 106 Diagram 25: Spread of Customer Population in HMV and GAME The ages of people in the shops also indicate the people who play games, as well as gender. Later, in my questionnaire I ask ‘Who plays games’ and ‘Who are games aimed at’, it will be interesting to see if people’s conceptions of these facts marry with the distribution of people seen in the shops. The following diagrams (diagrams 26, 27, 28) show the distribution of male and female age seen in the shops. The ages were estimated by myself, so there is some room for error, minimised by sensible age ranges. They are Relative frequency histograms, where the AREA of each bar is proportional to the frequency, so the balance between the amount of aquamarine and yellow you see is the balance between males and females. The first diagram (diagram 26) below shows the overall distribution of males and females across the age groups, both show a positive skew and most people of both genders are aged Manhandling Joysticks & Pushing Buttons – Liz Valentine 107 between 11 and 40. In all age ranges, except for the very young and the oldest people, males outnumber the females. There are half as many females as males. Diagram 26: Overall Distribution of Males and Females across the Age Groups The second diagram (diagram 27) shows the distribution of lone males and females across the age groups (all those who were in the shop alone). The same positive skew is visible for both sexes. The comparison between the density of females compared to males is much more obvious here. Manhandling Joysticks & Pushing Buttons – Liz Valentine 108 Diagram 27: Distribution of Lone Males and Lone Females across the Age Groups The last diagram (diagram 28) shows the distribution of males and females across the age groups, who had no company from the opposite sex (males without females and vice versa). The positive skew is visible for males, but the females have less obvious a shape. Again, the comparison between the frequency of females compared to males is obvious. Diagram 28: Distribution of Males and Females Present Without Member of the Opposite Sex Accompanying Them Manhandling Joysticks & Pushing Buttons – Liz Valentine 109 Conclusions I never did Barbie dolls; perhaps that is why I am more disposed to computers and role play and such. I used to be a great reader, but I am far more interested in the interactions of computer characters and in governing my own stories that I lost interest in books to some degree. I watch films to relax, or just to immerse in social interplay and story, but I play games to pass the time and as a stop gap. I love computers for their creative abilities, and informative nature, for the communication, and shopping, and for the sense of control it gives me to my day to kill a few lads online of an evening. I am fulfilling myself how I wish. I have better things to do than wash my hair each night, and plan meals or party events. I still enjoy fresh air, I still enjoy shopping, I still am a woman, just a self-defining one. I may not be the most sociable person in the world, but being able to use computers, and play games has boosted my self esteem, and my sense of self worth no end. It is unusual, and I guess, to a degree I thrive on that; it makes me interesting and give people the impression that I am not just another girlfriend of a friend. Some think it is cool, some find it threatening. I conclude from my research that much work must be done before more women view technology and games as I do. I deem this as necessary, for males and females, in order for technology to be used effectively, for women to feel as if they belong in technological roles and to not avoid it as a foreign world, and so that the representations of women seen in games and game advertising are improved. I think that with regards to financial reward, the bonuses of expanding games culturally, and opening games and computers up to women more are hugely rewarding, as are the social implications. It would be nice to think that I am not going to be harassed for being a female player when online, or assumed ignorant and as having less ability. How women should be introduced to gaming and computers is debatable, and I have not the insight to truly suggest a way forward, apart from my own personal tastes. My research has highlighted some important points about how misconceptions of games and the players lead people (especially) women to stay away from games, and how gendered the shops, displays, adverts and magazines can be. Manhandling Joysticks & Pushing Buttons – Liz Valentine 110 Before any company seriously considers involving women, I think that they will have to drop the expectations of Barbie: Fashion Designer, and expect a less than stable journey. If they are willing to try and integrate women, and to expand the cultural resources games draw upon, it will be very much worth it; financially and socially. Ultimately, as would be expected with a research dissertation of this scope, given the time and resources allowed, more research would need to be done into females and game patterns to draw firm conclusions. I would suggest having people play (female and male gamers) for a while though, else one sided views occur, and the views gathered may be subject to the persons’ observation making them misleading. Manhandling Joysticks & Pushing Buttons – Liz Valentine 111 Bibliography Academic Literature - Published Books Justine Cassel, Henry Jenkins. “From Barbie to Mortal Kombat: Gender and Computer Games” Massachusetts Institute of Technology. 1999. Judith Butler. “Gender Trouble: Feminism and the Subversion of Identity”Routledge 1990. Claire Colebrook. “Gender” Palgrave Macmillan. 2004. Chris Haywood, Máirtín Mac an Ghaill. “Men and Masculinities” Open University Press. 2003. Sarah Holloway, Gill Valentine. “Cyberkids: Children in the information age” RoutledgeFalmer. 2003. Roger Caillios. “Man, Play and Games.” Macmillan Publishing Company. 1961. Geoffrey Loftus, Elizabeth Loftus. “Mind at Play: The psychology of video games” Basic Books. 1983. Johan Huizinga. “Homo Ludens: A study of the play element in culture.” Temple Smith. 1949. David Sheff. “Game Over: Nintendo’s battle to dominate an industry.” Hodder & Stoughton. 1993. Sue Howard. “Wired Up: Young People and the Electronic Media” UCL Press. 1998. Sheri Graner Ray. “Gender Inclusive Game Design: Expanding the Market.” Charles River Media. 2003. Academic Literature – Internet Based Justine Cassell. “Genderizing Human-Computer Interaction” The ACM Digital Library. 2002. Daniel Chandler and Merris Griffiths. “Gender-Differentiated Production Features in Toy Commercials” Journal of Broadcasting & Electronic Media. http://www.aber.ac.uk/media/Documents/short/toyads.html. 2000. Manhandling Joysticks & Pushing Buttons – Liz Valentine 112 Rosemary Young. “Females and Computer Games” http://www.quandaryland.com/jsp/dispPrint.jsp?index=177. 1997. Jo Bryce, Jason Rutter. “Killing Like A Girl: Gendered Gaming and Girl Gamers’ Visibility” Manchester & Central Lancashire Universities. http://wired.com/wired/archive/5.04/es_girlgames_pr.html. 2002. Popular Literature Resources Lynn Cherny, Elizabeth Reba Weise. “Wired Women: Gender and new realities in cyberspace.” Publishers Group West. 1996. British Heart Foundation (Registered Charity , Number 225971). “So you want to lose weight…for good” 2003. Lucien King. “Game On: Nintendo’s The History and Culture of Videogames.” Laurence King Publishing. 2002. J.C Herz. “Joystick Notion: How videogames gobbled our money, won our hearts, and rewired our minds.” Little, Brown, and Company. 1997. David Choquet. “1000 Game Heroes.” Taschen. 2002. Rosemary Young. Females and computer games, 1997, http://www.quandaryland.com/jsp/dispPrint.jsp?index=177 BBC Online article. “Video Games Increase Aggression” http://news.bbc.co.uk/1/hi/health/720707.stm 2000 ELSPA White Paper. “The Cultural Life Of Computer and Video Games” http://www.elspa.com/about/pr/elspawhitepaper2.pdf. 2003. Sherry Turkle. For a Transcript of Sherry Turkle Interview, see here: http://www.transmitmedia.com/svr/vault/turkle/turkle_transcript.html The quotes used are from 1984. Manhandling Joysticks & Pushing Buttons – Liz Valentine 113 GameSpot Most Embarrassing Game 2003 http://www.gamespot.com/gamespot/features/all/bestof2003/day3_1.html 2003 Tim Buckley. “Ctrl+Alt+Del Online Comic.” http://www.ctrlaltdel-online.com/index.php?t=archives. Louise Thompson. BBC News article, Girl Gamers Strike at the boys, http://news.bbc.co.uk/1/hi/technology/3496963.stm 2004. Michael Meloan int. Doug Glen. “Gender Blender.” Wired Magazine. http://wired.com/wired/archive/4.11/glen_pr.html. 1996. G Beato. “Girl Games, Computer games for girls are no longer an oxymoron” Wired Magazine. http://wired.com/wired/archive/5.04/es_girlgames_pr.html. 1996. Wilkerson & Pini. “The Big Elfquest Gahterum” Richard Pini. 1994. ISBN 0-936861-13-4 ‘jane’ “What’s Sexy? Game Girl Advance” Oct 16 2003, http://www.gamegirladvance.com/archives/2003/10/16/whats_sexy.html ‘jane’ “Genderplay: Successes and Failures in Character Designs for Videogames” April 16 2003, http://www.gamegirladvance.com/archives/2003/04/16/genderplay_successes_and_failures_in_charac ter_designs_for_videogames.html Custom PC “I.T. Girls” Custom PC Magazine, November 2003 Brandy Lynn Stredder “Girl Gamers: Seeking narratives in a Male-Centred Genre” 2001 http://www.class.uidaho.edu/narrative/games/girl_gamers.htm Electronic Arts “About EA” 2003 http://www.ea.com/global/corporate/aboutea.jsp?src=11001homecorpabounone First Hand Resources ELSPA Official Charts. “Official UK Games Charts” http://www.elspa.com/about/charts/charts.asp. Current (Spring 2004). Manhandling Joysticks & Pushing Buttons – Liz Valentine 114 The Future of Videogames 2K4 Ultimate 4 DVD Set “Experience the future of Digital entertainment” Electronic Entertainment Expo ISBN 0-9581197-1-6 Various internet gamer forums. Edge magazines, issues approximately dating Oct 2002 to December 2003, Future Publishing Nintendo Official Magazine, UK, Issues 138, March 2004, Emap PC Pro and Custom PC magazines. Computer and Video Games magazine, issue 263, Sept 2003 Manhandling Joysticks & Pushing Buttons – Liz Valentine