gender inclusive game design expanding the audience sheri graner ray acc summer institute austin...
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Gender Inclusive Game Design
Expanding the Audience
Sheri Graner RayACC Summer Institute
Austin Community CollegeJuly 14, 2006
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Sheri Graner RayStarted in games in 1990Worked with such companies as
Origin/EA, Her Interactive, SOE, Cartoon Network and others
Author of Gender Inclusive Game Design: Expanding the Market
Co-founder and Exec. Chair of Women In Games International
Hard Core Gamer (20+ hours a 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?
A lot of bad assumptions were made regarding girls and games
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Bad Assumption #5
Girls love BarbieTM! We'll make all our girls' games just like BarbieTM!
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Bad Assumption #4
Girls would love our game if they played 'em! We just need to trick 'em into playing them!
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Bad Assumption #3
Girls hate violence. We'll make non-violent versions of our game!
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Bad Assumption #2
Girls love cute cuddly things! We'll make games about that!
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Bad Assumption #1
If we make a girls' game, we'll make a fortune because all the girls will play it!
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The Dark Side
By stating “Girls don't like ______ type of video game” we are blaming the GIRLS for not playing because they are GIRLS.
By making it the girls' fault they don't play computer games, the industry has let itself off the hook for making any changes to what they are doing.
By believing that there is one “silver bullet” game that all girls will play, we are telling the game industry they don't have to change anything they are doing.
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Broadening your audience
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DISCLAIMER #1
In this talk I'm going to discuss developing titles for an audience that is expected to contain females, but are not targeted directly FOR females.
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DISCLAIMER #2
When I say a particular trait is a “male” or “female”, I mean the population that expresses that trait is made up predominantly of that gender. However, it is by no means exclusive to that gender.
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DISCLAIMER #3
I am speaking in broad population generalities. It is highly likely that you will know someone who does not fall within these descriptions. If you are female and currently play games, that person will likely be YOU!
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Broadening the audience
Decide if you are making a title for a diverse audience or a specific audience
Identify a market you wish to include in your target audience
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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
Girls control $14 billion a year in disposable income
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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 stylesAvatarsCommunicationProduction environment
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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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Avatar \Av`a*tar"\, n.1. <chat, virtual reality> An image representing a user in a 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/VirilityMales Large Shoulders Slim waists Slim hips Large, muscled legs Long, thick hair
Females Large breasts,
placed high on the chest
Slim waists Round derrières Long, thick hair
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Very often female avatars display exaggerated physical signals of sexual receptivity.
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Sexual receptivity Red, full lips Heavy lidded eyes Heavy breathing (usually indicated by a
slightly open mouth) Erect nipples
These signals are the same for the human male body as they are for the female body.
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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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SolutionsCheck your command text for formality
and rapport building language.Avoid using content that contains sexual
humor based on put-downs of females. 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.
Involve more women in your development process – find them through creative recruiting
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Where to start:Adjust tutorials to allow for modeling
learning stylesMake female avatars attractive, but not
hyper-sexualClearly state you intend your audience
to contain femalesSeek out qualified female candidates
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“But what if the player is female?”
Sheri Graner Ray ACC Summer Institute
Austin Community College July 14, 2005