girls and boys stay in to play
TRANSCRIPT
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Girls and Boys stay in to playCreating inclusive and exclusive computer
entertainment for children+
Summary of SIGIS projectJames Stewart
University of [email protected]
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SIGIS• Strategies of Inclusion: Gender in the
Information Society• 5 centres/countries, 20 experts• 48 cases
– Designers/producers– Users– Public private and voluntary sectors– Products, education, services– Play and fun
• Cross cutting analysis• Several volumes, website,leaflets, papers, and
book appearing soon• www.sigis-ist.org
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Pleasure, Play and Fun• The Gathering: Computer parties as means for gender inclusion
Hege Nordli,• The Gathering Experience: A User study of a Computer Party Hege
Nordli• The Gender Game: A study of Norwegian computer game designers
Helen Jøsok Gansmo, Hege Nordli, Knut H. Sørensen,• Computing: Excludingly boring at school, includingly cool at home
Helen Jøsok Gansmo• IT Beat: Bringing Pop and Glam to IT Lisa Pitt• Don't leave IT to the boys! Lisa Pitt• Boys and girls stay in to play: Creating computer entertainment for
children James Stewart• Girls Just Want To Have Fun Aphra Kerr
• Inclusion through fun and play,Helen Jøsok Gansmo
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SIGIS Approach• Social Shaping of Technology & Social
Learning• Robin Williams, James Stewart and Roger Slack (2005) Experimenting with Information
and Communication Technologies: Social Learning in Technological Innovation, Edward Elgar
• ICTs and gender have multiple meanings and practical embodiment, that change dynamically, and shape each other => changing artefacts and usages
• Study strategies of inclusion, and the engagement of users with them.
• Aim to produce guidelines for Practionners and Policy Makers
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Themes• Informal learning • Informal economy of everyday life: local
experts• Fun and pleasure• Self-inclusion
• Sources of inspiration for design• Gender sensitive design• Empowerment of women designers
• Construction of the User
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Resources for building representations of the user
r e p r e s e n t a t i o n
o f u s e r
d i r e c t
i n v o l v e m e n t
o f u s e r
i n d i r e c t
e v i d e n c e
a b o u t u s e r s
c o n s t r u c t i o n s o f t h e u s e r
- l i t t l e m a r k e t i n f o o n
e x i s t i n g u s e r s
- d e m a n d / m a r k e t f o r
o t h e r p r o d u c t s
- c o m p e t i t o r s
- u s e r p a n e l s
- m a r k e t r e s e a r c h
- t r i a l s
- i n n o f u s i o n
- v i s i o n s o f t e c h n o l o g y
- f i c t i o n s / m y t h s ? a b o u t t h e u s e r
- e x p e r t p r o x i e s e g e x p e r i e n c e o f
e n g i n e e r s / i n t e r m e d i a r i e s
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Play, leisure and ICT• ICTs can be used for leisure and play in many
ways.• Traditional ‘game’ just one playful use.• Fun and play in non-leisure: work, learning etc:
design of technology as fun.• Legitimacy of types of play
• Emergence of many new playful uses of ICTs in recent years.
• Look at idea of ICT-based play rather than gaming
• Robots, i-TV, mobile phones, chat, blogs, diaries, music etc
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Dimensions of Consumption (Holt 1995)
Autotelic Instrumental
Object Action EXPERIENCE INTEGRATION STRUCTURE of ACTION
Interpersonal PLAY CLASSIFICATION
PURPOSE OF ACTION
Holt, D. B. (1995). "How Consumers Consumer: a Typology of Consumption Practices." Journal of Consumer Research 22(June): 1-16.
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Girls and Boys stay in to play• Ijsfontein, Amsterdam• Games and multimedia play and education
products for children (Museums, CD Rom, interactive TV)
• Interaction designers• Work primarily on commission• Outside mainstream ‘boy game’ culture• Girl-game niche emerged by chance.• General Store, Hema approached them for
‘girl games’• Interview with MD and female designer
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Mijn idool
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Ik ben een ster
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Boys2Girls
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Shaping design• Interaction design concept• I-methodology• Artist’s creativity• Testing with users (demand)• Experience with existing products• Research on supply of related products• Criteria of commissioning organisation
• Girl-games - ‘Girly’ content• Aesthetics - physical world, ‘girly’ design.• Gender neutral - Multiple interaction styles -
Cooperation and competition, goals and exploration.
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Constructions of users• Designers
– Children as particular users of games and entertainment– Boys and girls as different types of users of games and play:
• Publishers and designers:– Recognise market, but not willing to take risk
• Museums and education publishers– Recognise age but not gender
• The General store– A particular girl-child market not currently well served
• Parents– Educational concerns and differentiated attitudes to girls
and boys play and ICT use.• Girls
– What is appropriate and desirable in play, aesthetics and ICTs
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Findings I• Girls play differently to boys: spectrum • Games industry is boy-focused.• ‘Girl games’ can be used as a strategy for product
differentiation.• Products can be made inclusive – appealing to
boys and girls, or exclusive, appealing to girls only.– Girl Content: need to make what girls want - multiple
interpretations of this.
– Interaction style and game structure involving cooperation and exploration
– Need to balance cooperative with competitive game elements, and undirected exploration with goals to create a compelling inclusive product.
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Findings II
• Girl appeal not demanded or recognised by many of those commissioning work.
• The design process is typically is informed by own memories and dominant market form of entertainment for girls and traditional girl themes
• Edutainment important feature of play products for girls, especially around purchasing.
• Parents key intermediaries• Play products not recognisably ‘video games’ -
education, life-play, complementary to other media forms
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General Design Conclusions
• Do not apply a dichotomous and fixed gender perspective.
• Gender awareness on the other hand is crucial, but the product does not need to be labelled with gender.
• Start from established interests seems to be a more fruitful strategy
• Make the technology flexible and open to alterations in line with the user's preferences and interests
• Contribute to deconstructing the binary images of gendered ICT practices, but be subtle rather than explicit in your attempts to change ICT and gender.