Title: Games for Women
1Games for Women GirlsViolence in Games
- Foundations of Interactive Game DesignProf. Jim
WhiteheadFebruary 29, 2008
2Help Sessions
- Game Maker
- Wednesdays, 6-8pm, Engineering 2, room 180
(Simularium) - Enter on the plaza level between E2 and JBE
- RPG Maker
- Wednesdays, 7 715pm, Engineering 2, room 280
- NEW Thursdays, 5-715pm, Engineering 2, room 215
- CS 20/C and XNA Game Studio Express
- Thursdays, 430 7pm
- Engineering 2, room 399 (third floor, by
elevators)
3Course Reminders
- No class Monday, March 3
- Jim is attending a workshop
- On a cruise
- Final gamelog assignment
- Due next week on Wednesday, March 5
- Game of your choice
- Final game projects due in class Monday, March 10
4Gender Issues in Games
5WARNING
Generalizations Ahead!
6Saturday Night Live Chess Skit (1997)
- Chess for Girls!
- Example from
- Chess for Girls? Feminism and Computer
GamesJustine Cassell and Henry Jenkins, in From
Barbie to Mortal Kombat - Boys do play more chess than girls
- Chess teaches important cognitive skills
- Should we be worried that girls dont play as
often? - US Chess Federation hosts an All-Girls National
competition yearly, since 2003 - How can we make girls play chess?
- Point out the benefits?
- Bring it closer to something girls are familiar
with, such as video? - Change the context by setting up girls-only chess
clubs? - Approaches similar to those taken by game
designers making games for girls and women
7E-GEMS Project
- Multi-year project in 1990s
- Run at the University of British Columbia
- Explicit goal to create educational math games
for middle-school children (ages 9-14)
8E-GEMS Project
- Girls liked
- Puzzles
- Characters and story lines
- Games with worthwhile goals
- Challenge
- Creative activities
- Games with positive social interactions
- Boys liked
- Entertainment
- Fast action adventure games
- Violence
- Challenge
9Gender Use of Computers
- Boys tended to use computer game more than girls
- Girls give up their slots to the boys, even when
slots are assigned - Boys much more engaged in playing educational
games - Much more sharing of game knowledge, focus on
getting through levels, progressing through game - Girls enjoyed games, tended to savor experience
- Needed to have girls-only dedicated times to get
their participation rates up, however - Maria M. Klawe, Computer Games, Education, and
Interfaces The E-GEMS Project in Graphics
Interface 1999, p 36-39.
10Gender Game Technology
- E-GEMS project and research by Brenda Laurel
agree - Computer game consoles are viewed as a male
technology - Wii may break this stereotype, is first console
to be marketed to women - Computers are fairly gender neutral, with some
bias towards being a male device
Military-style modding of XBox 360
Gender of PSN Users, Sony 2008
11Cell Phones
- Since their research, cell phones have emerged
- Clearly gender neutral
- If any bias, its probably towards women
- Cell phone as game platform unclear gendering
- Most people dont think about playing games on
their phones, although this is changing - Different genres of games
- An FPS on a cell phone vs. a casual game on a
cell phone - Can explore communication as a game mechanic
12Creating Games for Girls/Women
- Need to perform studies of your audience
- Do not assume you already know this audience
- Brenda Laurel discusses this in the assigned
reading - Created Rocketts New School and other Rockett
games - Has PhD in interactive drama, is world-class
researcher in this space - Extensive scientific literature survey
- Interviewed people in academia and industry
- Ran focus groups with adults who spend time with
kids in play situations - Biggest and most intensive part talking to kids
and parents - In-depth interviews with over a thousand children
- Correct skill set for this work is a sociology or
anthropology background - Test final game with target audience
- Must build time into your schedule for this
13Laurel Findings
- What girls hate about computer games (circa
mid-90s) - Hate to die and start over
- That is, like, way stupid and intolerable.
- Not interested in climbing steep learning curve
just claim mastery of something - Mastery for its own sake is not very good social
currency for a girl, - Demand an experiential path, and something has to
happen right away - Hate being stuck behind an obstacle or a puzzle
that you must solve in order to move forward - However, Klawe notes that girls do like puzzles
and challenges - Take home lesson is not to dumb down games for
girls. Rather, ensure that players dont get
stuck - Not interested in beating the clock.
- Its just sort of orthogonal for them to the
enjoyment of a puzzle or a game
14Need to Understand Play Patterns
- The industry has believed that girls dont like
computer games, and when theyve tried on those
few occasions to build computer games for girls,
theyve assumed that the games are too hard, so
their solution is to make the projectiles move
more slowly. Its the computer game equivalent of
pink legos. But theyre not understanding the
play pattern here, so they havent asked the
right question. - The one huge thing that the game industry has
missed is the tremendous attraction for girls
ofcomplex characters and narratives and
materials for narrative construction. - Brenda Laurel, in From Barbie to Mortal Kombat
15Examples of Successful Games for Girls
- Rocketts World
- Secret Paths in the Forest
- Barbie Fashion Designer
- Barbies Ocean Discovery
16Examples of Successful Games for Women
- Games today
- Sims series
- Lumines
- Tetris
- Dance Dance Revolution
- Second Life
- Cooking Mama
- Casual games
17Gender-Inclusive Games
- Instead of games for girls and games for
boys, can we make games for people? - Do not alienate your audience
- Hyper-sexualization of women
- Design with the expanded audience in mind
- Multiple ways of solving a problem
- Engaging story to make play worthwhile
- Options for both direct and indirect conflict
18Violence in Computer Games
- Issue with a long history
- Death Race (1976)
- Player drives over running gremlins. Rest of
the world interpreted as running over real
people. - Stick figuregraphics not veryrealistic
- Only 1000 machinesever sold
- Stirred up protest
- We were really unhappy withthat game Death
Race. WeAtari had an internal rulethat we
wouldnt allow violenceagainst people. You could
blowup a tank or you could blow upa flyer
saucer, but you couldntblow up people. We felt
that thatwas not good form- Nolan Bushnell
19Mortal Kombat
20Mortal Kombat
- Versus fighting game
- Arcade version, 1992
- Key innovation Fatalities
- A violent finishing move
- Pulling heart out of body, pulling out spine and
skull - Difficult to execute, signifier of game mastery
- Home versions made for SNES and Genesis
- SNES version sanitized to meet Nintendo standards
- Genesis version was true to arcade
- Genesis version outsold SNES version 3 to 1
- What lesson did this teach the industry?
21Congressional Hearings (1993)
- I was startled. It was very violent and, as you
know, rewarded violence. And at the end, if you
did really well, youd get to decide whether to
decapitate ... how to kill the other guy, how to
pull his head off. And there was all sorts of
blood flying around. - Then we started to look into it, and I forget how
I heard about Night Trap. And I looked into that
game, too, and there was a classic. It ends with
this attack scene on this woman in lingerie, in
her bathroom. I know that the creator of the game
said it was all meant to be a satire of Dracula
but nonetheless I thought it sent the wrong
message. - - Joseph Lieberman, United States Senate
- Lieberman researched issue
- Pre-Genesis data showed market was 7-12 year olds
- Actual data Average Sega user 22 yrs, only 5 lt
13yrs - Concerned about R rated content being sold to
children - Organized hearings
22Congressional Hearings (1993)
- Led directly to creation of first computer game
rating system - Announced immediately before hearings to diffuse
situation - Tone of testimony was overwhelmingly negative
- Main lesson to industry
- Avoid Congressional hearings at all costs
- Outcomes
- Industry wide computer game rating system adopted
- Night Trap sold out across the nation
- Sales of Mortal Kombat surged
23Counterpoint
- In general, children understand that its
make-believe. Theres tons and tons of evidence
that boys and girls get that this is make-believe
violence. And theres also tons of evidence that
says that boys and girls get equally upset as the
violence becomes more realistic. If they see a
character in a game get their head lopped off,
well, its not real. Its two-dimensional. Its
not gory. It doesnt smell. You cant touch it,
you know? Kids in general think its funny.
Parents dont get that distinction a lot of the
times. - - Lee McEnany Caraher (Sega) in From Barbie to
Mortal Kombat - As games have more realistic graphics, is this
still true?
24Violence The Easy Conflict
- Why is there so much violence in computer games?
- Its an easy way to add engaging conflict
- Ties back to fight or flight instinct, very basic
- The original use for computers was to compute
ballistics tables - Determining where projectiles fly is the
essential core of computing - Hence, very easy to add this capability into
games - Our society likes violent entertainment
- Our favorite sport, Football, is a ritualized
combat - Violence on TV is broadly accepted
- That is, many people enjoy it