Title: Gender Inclusive Game Design
1Gender Inclusive Game Design
Sheri Graner RayEGaDsUniversity of
TexasSeptember 28, 2005
2Sheri Graner Ray
- Sr. Designer, Sony Online Entertainment
- Game designer since 1990
- Co-founder of the IDGAs Women in Game
Development SIG - Author of Gender Inclusive Game Design Expanding
the Market - Hard Core Gamer (20 hours/week)
3Pink Poison
- a brief history of the girls game
- movement in the U.S.
41995
5Why should we make games for girls?
61996
7How do we make games for girls?
81997
91997-1999
10March 1999 Big Pink Buys Purple MoonÂ
Oct 2001 Mattel Sells Interactive Division
11See? We told you girls dont play computer
games!
12Why did this happen?
- The industry took an entire market of women and
defined it as a genre of fashion, shopping, and
makeup games for girls ages 6-10.
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14- Computer game revenues have topped 9.4 billion
dollars, outranking Hollywood box office
receipts. - Salon magazine.
- So whats the problem?
15- The traditional target market of males ages 15-25
is not growing as fast as the games industry. - Salon Magazine
16- Today, females between the ages of 15 and 25
control over 14 billion dollars a year in
disposable income. - -Newsweek Magazine
17Houston, we have a problem
- Less than 10 of the audience for traditional PC
games is female - Less than 15 of Nintendos user base is female
- Less then 20 of the audience for traditional
online titles are female
- 52 of internet users are female
- 70 of casual, online gamers are female
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20What can we do?
- We can remove barriers from our titles today that
prevent women from accessing them.
21Just a few areas where barriers exist
- Learning styles
- Price of failure
- Avatars
- Communication
- Production environment
22Warning
- The following information is based on broad
population generalities. It is highly likely you
will know of someone that does not fit exactly
into these profiles. - (If you are female and you are in the audience
todaythen that person will most likely be you!!)
23Gender Differences in Learning Styles
- Want to know how it works first
- Modeling/Imitative
Most of the tutorials in todays games are
designed to appeal to an explorative learning
style.
24Solution
- Design tutorials that use imitative models as
well as explorative models - Look at educational software for examples
25The Price of Failure
Females
Males
Most games today punish the player for errors
either in the form of loss of lives,
irretrievable loss of items or loss of progress.
26Solution
- Identify the victory conditions for your titles
and consciously design such that failure to meet
those conditions does not result in irretrievable
loss.
27- Avatar \Avatar"\, n.1. ltchat, virtual
realitygt An image representing a user in
amulti-user virtual reality space.
28We need a hero!
29- Because they represent heroes, male and female
avatars will often exhibit exaggerated physical
signals of youth strength, and fertility/virility
30Youth, Strength and Fertility/Virility
- Males
- Large Shoulders
- Slim waists
- Slim hips
- Long, thick hair
- Females
- Large breasts, placed high on the chest
- Slim waists
- Round derrieres
- Long, thick hair
31- Very often female avatars display exaggerated
physical signals of sexual receptivity. - Male avatars rarely display these signals.
32Sexual receptivity
- Red, full lips
- Heavy lidded eyes
- Heavy breathing (usually indicated by a slightly
open mouth) - Erect nipples
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35Solution
- Build attractive female figures that are not
hyper-sexualized. - Use female athletes as body models.
- Focus group test your avatars with female players.
36Electronic Communication
- Males and females communicate very differently,
and this carries through to electronic
communications.
37Communications differences
- Males
- Rough language
- Attempt to dominate through put downs
- Use sexual humor
- Females
- Formal language
- Attempt to build rapport through questions
- Ceased to communicate when faced with sexual
humor that contained female put-downs
38Just change the keymap to WASD!
- Avoid the use of industry specific jargon in your
documentation, tutorial and game scripts.
39Solutions
- Avoid using content that contains sexual humor
based on put-downs of females. - Check your command text for formality and rapport
building language. - Check your commands for terminology that is
industry specific.
40Production Environment
41Who are you really designing your games for?
- If we do not regularly state that a percentage of
our audience is expected to be female, we assume
we are designing for males.
42Sometimes the best man for the job is a woman
- The game industry isnt on womens career radar
- Must recruit in non-traditional areas
- Build today for employees tomorrow
43Solutions
- Have a clearly defined targeted audience
statement that states you intend to design for
females as well as males. - Throughout your documentation, avoid using only
he to describe your player. - Have more women in your workforce find them
through creative recruiting
44Where to start
- Adjust tutorials to allow for modeling learning
styles - Consider forgiveness for error rather than
punishment - Make female avatars attractive, but not
hyper-sexual - Clearly state you intend your audience to contain
females - Seek out qualified female candidates
45But what if the player is female?
Sheri Graner RayAustin Community College Summer
Lecture Series July 8, 2005