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![Page 1: Gender Inclusive Game Design Expanding the Market Sheri Graner Ray EGaDs University of Texas September 28, 2005.](https://reader035.fdocuments.in/reader035/viewer/2022062518/56649ed25503460f94be17ea/html5/thumbnails/1.jpg)
Gender Inclusive Game Design
Expanding the Market
Sheri Graner RayEGaDs
University of TexasSeptember 28, 2005
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Sheri Graner Ray
Sr. Designer, Sony Online Entertainment
Game designer since 1990Co-founder of the IDGA’s “Women in
Game Development” SIGAuthor of Gender Inclusive Game
Design: Expanding the MarketHard Core Gamer (20+ hours/week)
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Pink Poison
a brief history of the girls’ game
movement in the U.S.
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1995
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“Why should we make games for girls?”
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1996
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“How do we make games for girls?”
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1997
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1997-1999
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March 1999
Big Pink Buys Purple Moon
Oct 2001
Mattel Sells Interactive Division
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“See? We told you girls don’t play computer games!”
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Why 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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Computer game revenues have topped 9.4 billion dollars, outranking Hollywood box office receipts.
Salon magazine.
So what’s the problem?
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The traditional target market of males ages 15-25 is not growing as fast as the games industry.
Salon Magazine
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Today, females between the ages of 15 and 25 control over 14 billion dollars a year in disposable income.
-Newsweek Magazine
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“Houston, we have a problem”
Less than 10% of the audience for traditional PC games is female
Less than 15% of Nintendo’s 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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We can remove barriers from our titles today that prevent women from accessing them.
What can we do?
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Just a few areas where barriers exist
Learning stylesPrice of failureAvatarsCommunicationProduction environment
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WarningThe 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 today…then that person will most likely be you!!)
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Gender Differences in Learning StylesMales Females
•Risk-takers•Explorative
•Want to know how it works first •Modeling/Imitative
Most of the tutorials in today’s games are designed to appeal to an explorative learning style.
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SolutionDesign tutorials that use imitative
models as well as explorative modelsLook at educational software for
examples
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The Price of Failure
Punishment for error
Forgiveness forerror
Most games today punish the player for errors either in the form of loss of “lives”, irretrievable loss of items or loss of progress.
Males Females
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Solution Identify the victory conditions for your
titles and consciously design such that failure to meet those conditions does not result in irretrievable loss.
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Avatar \Av`a*tar"\, n.1. <chat, virtual reality> An image representing a user in amulti-user virtual reality space.
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We need a hero!
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Because they represent “heroes”, male and female avatars will often exhibit exaggerated physical signals of youth strength, and fertility/virility
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Youth, 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
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Very often female avatars display exaggerated physical signals of sexual receptivity.
Male avatars rarely display these signals.
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Sexual receptivity Red, full lips Heavy lidded eyes Heavy breathing (usually indicated by a
slightly open mouth) Erect nipples
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SolutionBuild attractive female figures that are
not hyper-sexualized.Use female athletes as body models.Focus group test your avatars with
female players.
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Electronic CommunicationMales and females communicate very
differently, and this carries through to electronic communications.
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Communications differencesMales
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
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“Just change the keymap to WASD!”Avoid the use of industry specific jargon
in your documentation, tutorial and game scripts.
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SolutionsAvoid 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.
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Production Environment
“What were you thinking?”
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Who 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.
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Sometimes the best man for the job is a womanThe game industry isn’t on women’s
career radarMust recruit in non-traditional areasBuild today for employees tomorrow
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SolutionsHave 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
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Where 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
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“But what if the player is female?”
Sheri Graner RayAustin Community College
Summer Lecture Series July 8, 2005