Title: Its A Mans World
1Its A Mans World
2Overview
- Biological gender differences
- Game Industry
- Gender preferences
- Abilities
- Motivations
- Gender issues in gaming.
- Key research
3Biological Gender Differences
- Research marred by gender-stereotyped
preconceptions and expectations. - Obstructs efforts to gain a solid understanding
of the biological differences/similarities - Media issues - risk that medical gender research
may be reduced to research about differences. - If problem not addressed, it might lead to the
reinforcement of the gendered structures of
society.
4Biological basis for gender differences
- Cognitive Style
- Field Independence
- Correlates with programming ability
- Negatively correlates with computer anxiety
- Males more field independent than females
5Biological Gender Differences
- Difference in total brain size - men's brains are
heavier than women's - Not known whether this difference just the fact
that men have larger bodies. - Differences in brain lateralization and size of
corpus callosum have been dismissed in recent
reviews.
6The State of The Industry
- Is this why the games industry thrives on first
person shooters and racing games? Or a
combination of the two Grand Theft Auto? - Male games alienate female gamers
- Gender gap widened at early age
- Females spend 50 less time gaming
- Biological V Cultural
7Game Design and Preferences
- Carr (2005)
- Young girls after school game club
- Choice of games GTA, Doom, Dead or Alive,
Skating - Features chosen
- Control, excitement, challenge, competition, male
avatars not an issue.
8Issues Killing Like a Girl
- Bryce Rutter (2002)
- Females more prevalent in gaming industry than
realised - Invisible in gaming communities
- 88 of 12-14 year old girls play games on a
regular basis - 43 of US gamers are female
- Games industry in denial?
9Issues Hypersexual Avatars
- Sexualised and stereotypical female characters
- Feminised skills (healing, magic)
- Male avatars have big swords/guns
- Girls much rather pick up Resident Evil 3 and
massacre some Zombies than play Barbie Fashion
Designer
10Gender Differences Abilities
- Kafai Games seem to replicate gender
differences found in traditional toys - Girls play with dolls, clothes and animals
- Boys play with guns, swords and action men
- Differences in game play performance disappear
after extended exposure
11Gender Differences Abilities
- Brunner et al (1990)
- Girls and boys designed machines
- Boys focused on technical details
- Girls focused on humanoid features
- Are these differences in ability, attitudes and
preferences biological or cultural - Can gaming
address this?
12Gender Differences Motivations
- Malone and Lepper (1987)
- Intrinsic motivation based on educational game
research - Players want challenge, curiosity, fantasy,
control, adventure, competition, cooperation and
recognition - Regardless of gender.
13From Barbie to Mortal Kombat
- Boys play computer games from an early age -
Therefore more familiar - Unfamiliarity breeds contempt?
- Graduates in computer science lacking in females
due to this gap? - How can the gaming industry overcome this?
- Involve female gamers in design, market to female
gamers and break the cycle.
14Gendered Hardware
- X box controller poor design not for females
again puts barriers for female gamers. - My gaming profile is anonymous and I often choose
a male avatar when playing online. - Therefore many other female gamers may be
hidden.
15Game Preference, Mental-rotation and Gender
- Quaiser-Pohl et al (2005)
- 861 school aged children
- Categories of preference action, logic, skill
and non players - Mental rotation task
16Findings
- More females than males prefer logic
- Males preferred more action
- Males outperformed in MRT
- Male non players had lower MRT than action
players spatial ability training? - Female MRT not related to preference.
17Implications
- Nature Vs Nurture female performance matches
males? - MRT high score - find some game types easier
therefore play more. - Can MRT be improved?
18Summary
- Gaming industry need to break cycle
- Introduce girly games at an earlier stage of
development - Create a female generation of competent gamers
- Encourage more female graduates
- This is assuming the differences are more nature
than nurture.
19References
- Carr, D. (2005) Contexts, gaming pleasures, and
gendered preferences. Simulation Gaming,
December 1. 36(4) 464 - 482. - Cassell, J, and Jenkins, H. eds. (1998) Barbie to
Mortal Kombat Gender and Computer Games.
Cambridge, Massachusetts MIT Press. - Joanne Bryce, J. and Rutter, J (2002) Killing
Like a Girl Gendered Gaming and Girl Gamers'
Visibility. CGDC Conf. 2002. - Quaiser-Pohl, C., Geiser, C., Lehmann, W.
(2006). The relationship between computer-game
preference, gender, and mental-rotation ability.
Personality and Individual Differences, 40,
609-619.