Gender - FIMS Faculty Sites
Transcription
Gender - FIMS Faculty Sites
The Gaming Industry: According to Interactive Digital Software Association surveys, the video and computer game industry was the fastest growing segment of all entertainment industries in 1998. Household penetration of "next generation" game consoles has grown from six million in 1996 to an estimated 25-30 million in U.S. homes in 1998. In the past many more males have played computer games than females but this gap has been slowly changing. Currently approximately 43% of PC gamers and 35% console gamers are women. Developers: The USA, Japan, and the UK are the main centers of digital game software production with substantial numbers of people employed both directly and indirectly. In the USA the Entertainment Software Association (ESA) estimates that almost 30,000 people are employed in digital game development and publishing, with a further 195,000 indirect jobs in the information, trade and transportation sectors Kerr (79). Most development companies are male dominated, to an even greater extent than the wider ICT Industry Kerr (92). The IGDA found that the number of women employed in the game development industry is thought to be dramatically low, between 5 and 15 percent GAMING IN POPULAR CULTURE: Gaming remains a realm of popular culture dominated by male players ages 13-25. Games are targeted at young males that as a result attract, primarily if not exclusively, relatively young males K&K (210). 1990’s – start of female owned and largely female staffed companies like Purple Moon, HerInteractive, Girl Games and Girltech which sought to design games specifically for the female market K&K (211). Mattel’s Barbie Fashion Designer (1996) Attempts to make games for girls consisted of having female protagonists and nonviolent content, but have not been generally successful. The success of Barbie Fashion designer is attributed to the construction of gameplay activities which were based around the ‘preferences’ of young girls. This personorientated ‘pretend’ play is based on real life models and roles and associated with qualities of nurturance (the power of the Barbie franchise) K&K (211). Barbie Fashion designer sold more than 500,000 copies in its first two months. Purple Moon: Rocket Series (1997) Purple Moons Games and website tried to move beyond the long-standing stereotypes about girls and their interests. Driven by an agenda to understand teenage girl culture, Purple Moon employed both quantitative and qualitative research methods to inform their design principles and product development. Purple Moon’s, Rockets New School (1997) and related titles based on the life of a girl in the same age as the 8-12 bracket, allowed girls to play through Rocket, and be in control of her attitude, and change everything that would happen in the game. THE GENDER BLIND COMPUTER INDUSTRY: In general game contents, marketing of games, gaming publications, and gaming website are created largely by males and target male consumers. Electronic Art’s (EA) research found that 40% of teenage girls played video games versus 90% of teenage boys and most girls lost interest in games within a year. The Sims - have proven that there is a market for women gamers. Mostly played by girls with 70% of it’s player’s women under 25. Could be one of the reasons why it is the world’s most successful games, with more than 40 million copies sold. How can the video game industry improve to better target the female demographic? What types of games should be produced to appeal to women? It’s simple! female gamers want more choices. They want: • Better female characters, and more of them • More gender neutral games • A reduction in sexist game contents • Marketing that acknowledges that women gamers exist • Games targeted specifically towards older adolescent girls and adult women, not just preadolescent girls • Gaming websites and publications that don’t bombard them with image after image of scantily clothed women • Online gaming atmospheres that are free of gender harassment • Increased female presence in technical fields and the gaming industry www.womangamers.com The Construction of Gender identity in Games: To design games intended to appeal to girls has often been understood as designing games that reinforce gender stereotypes K&K (212). When Gansmo et al. (2003) interviewed a number of game development companies it found that masculine fantasies dominated designs, and that traditional female stereotypes were often used in game designs built around social relations, romance, emotions, and role playing Kerr (97). Market research: Traditional market research tells publishers that their core market is male, ranging from 13-25 years of age Kerr (98). Most publishers avoid risk by targeting this demographic. Companies that develop games for girls often portray a stereotypical ideal of a woman. The Sims takes this approach although it is accessible to both genders. MARKETING: Marketing strategy is for hardcore male gamers rather than casual gamers. Game industry magazines contain images of women, cars, funs and male discussions. This hegemonic heterosexual masculinity can be traced back to the origin of games in male dominated laboratories. The recent female characters that have been included in games keep with the traditional gender stereotypes. Booth Babes dress to represent female characters of the game industry. With their lack of clothing the status of the industry declines and it is becoming difficult of these gaming companies to be taken seriously. [Madeline Akrich] found that may designers base assumptions about users on their own tastes and interests, a process which she calls the ‘I-Methodology’ Kerr (6) Gansmo et al. (2003) interviewed a number of development companies and found that masculine fantasies dominated design discussions. Kerr (97) What is wrong with an attractive woman in a tube top and a miniskirt blasting away zombies with various firearms? Absolutely nothing. ‘Gravija’, Gamefaqs.com Even if there are signs that the dominance of male avatars is changing and that there are fewer submissive female characters in games, there are still many games whose themes could be described as masculine. Kerr (111) Tim Schafer [Psychonauts], like many game developers, believes that games should be ‘wish fulfillment,’ i.e., you should be playing the character you wish you were, not the one you are. ‘RevAnthony’, Destructoid.com If we so much as let one female rise through the ranks of the industry we could start a revolution that would make all our games cuddly and Sims-like. Aaron McKenna, TG Daily - enjoy “‘fantasy-adventure’ games and ‘spatial’ games” - favour “indirect competition and team play” Kerr (113) - “prefer [games] that afford the player some degree of ‘freedom’” Kerr (114) - enjoy “the power they [feel] when they [succeed]” Kerr (116) Rather than having a superhero, girls want characters they can relate to - who are as real as their best friends. Karen Gould, Purple Moon When female players were discussed [during the game design planning stage], a very traditional feminine ‘stereotype’ was evoked, which translated into game designs built around social relationships, romance, emotions and role-playing. Kerr (97) The I-Methodology… is a strategy that is increasingly being challenged by the requirement to move beyond hardcore gamers and exploit new market demographics, like women and older gamers, and to move beyond one’s home market. Kerr (97) The games [by Purple Moon] target girls 8 to 12 - a segment of the software market that wasn't really considered or addressed until last year, when Mattel's surprise smash CD-ROM, Barbie Fashion Designer, sold more than 500,000 copies during the holiday season. Jennifer Eno, Wired News Ray found that in general junior high school girls did not like fighting games. However, further discussions revealed that what the girls disliked was fighting against the same opponents over and over again, not fighting per se. Kerr (113) Two structurally identical games were offered to groups divided along gender lines and… “Boys performed much the same in each version but the performance of girls was greatly increased in the gender neutral version, an outcome that suggests the potential significance of contextual background.” K&K (74) “The user plays an important part in [developing] uses for innovations which their designers never envisaged.” Kerr (12) …or in this case, misuses… “Wright and Briedenbach found that players often engaged in ‘trash talk’ or ‘the utterance of violent/obscene words that are sexist and homophobic in the extreme, and on rare occasions racist’ whilst playing… online.” Kerr (126) PC Gaming: “God, it's unbelievable how can a girl gamer can stand initial A/S/L-like requests turning rapidly into gender-based swearing if she chooses not to answer them.” ‘Marky7474’, a male poster on Destructoid.com Console Gaming: “When [my girlfriend] tried to play online… as soon as they heard her voice it was like she got accosted by 900 people, and so she just stopped talking online altogether… it was terrible. We basically had to turn her mic off and turn the sound off to even play the game.” Derek Daniels, a designer of the popular God of War series “A number of studies have found that female gamers are ‘contextually restricted’ and tend to play games at home rather than in public game spaces.” Kerr (126) Early studies of the Internet asserted that ‘trying on’ or ‘performing’ alternative identities [were] one of the key pleasures. Similarly, some studies of digital games note that they offer people a chance to perform alternative or socially prohibited identities and fantasies, or indeed to hide one’s own. Kerr (116) Videogames not only allow players to escape the every day and explore fantastic new spaces, but also to assume new identities which emancipate individuals from classifications such as gender, race, or socioeconomic class. “The irony is just how many male players cross dress online. I am betting that many of them wouldn't be caught dead in a dress in real life. Gaming breaks down and challenges many roles that people play in the real world.” ‘Geekwoman’, Twitch Guru “Ed [Fries] talks about making players feel free, which he says, ‘is what videogames are all about’.” Smartbomb (26) “People live alternative lives in these worlds. They become their characters.” Ed Fries, quoted in Smartbomb (26) “Bishounen is a Japanese term literally meaning ‘beautiful boy’… [and] is very popular among girls in Japan. Reasons for this social phenomenon may include the unique male and female social relationships found within the genre. Some have theorized that bishounen provides a non-traditional outlet for gender relations. Moreover, it breaks down stereotypes surrounding [effeminate] characters.” Wikipedia “The idea that video games are ‘boys toys’ is clearly a myth. What does this mean? This means that women are a huge buying force in the gaming / online entertainment industryeven though they are not being adequately taken into account by the industry.” An excerpt from the mission statement of Womengamers.com “The industry production culture is still dominated by males and heterosexual masculine fantasies, and the industry itself is at best ambivalent about the fact.” Kerr (101) “[Gansmo] discovered a prevailing attitude that if females did not like to play existing games, then that wasn’t the developer’s problem.” Kerr (97) All About ‘Bishies’ ¾http://en.wikipedia.org/wiki/Bishounen All Women Gamers, Please Stand ¾http://news.bbc.co.uk/2/hi/technology/5407490.stm Game Industry’s 100 Most Influential Women ¾http://www.nextgen.biz/index.php?option=com_content&task=view&id=3783 &Itemid=2 Purple Moon Finally Rises ¾http://www.wired.com/news/culture/0,1284,6986,00.html Sex and the Archetypical Female Gamer ¾http://www.twitchguru.com/2005/09/09/sex_and_the_arche typical_female_gamer/ Ten Ambiguously Gay Game Characters ¾http://www.games.net/features/100321_1.shtml The Top 10 Most Significant Video Game Fan Service Females ¾http://www.gamefaqs.com/features/top10/680.html The Top Non-Slutty Female Characters in Video Games ¾http://gnomeslair.blogspot.com/2006/04/top-non-sluttyfemale-characters-in.html Top Ten Babes in Games ¾http://archive.gamespy.com/top10/may03/gamebabes/ What Do You Wanna Be When You Boot Up? ¾http://www.destructoid.com/wish-fulfillment WomenGamers.com ¾http://www.womengamers.com/ Writing a ‘Girls In Gaming’ Article ¾http://www.richardcobbett.co.uk/codex/journalism/article/writi ng_a_girls_in_games_article/ All videos from Gametrailers.com or Youtube.com