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Gender Inclusive Game Design

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Sheri Graner Ray. Sr. Designer, Sony Online Entertainment. Game designer since 1990 ... Big Pink Buys Purple Moon. Oct 2001. Mattel Sells Interactive Division 'See? ... – PowerPoint PPT presentation

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Title: Gender Inclusive Game Design


1
Gender Inclusive Game Design
  • Expanding the Market

Sheri Graner RayEGaDsUniversity of
TexasSeptember 28, 2005
2
Sheri 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)

3
Pink Poison
  • a brief history of the girls game
  • movement in the U.S.

4
1995
5
Why should we make games for girls?
6
1996
7
How do we make games for girls?
8
1997
9
1997-1999
10
March 1999 Big Pink Buys Purple Moon 
Oct 2001 Mattel Sells Interactive Division
11
See? We told you girls dont play computer
games!
12
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 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

17
Houston, 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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20
What can we do?
  • We can remove barriers from our titles today that
    prevent women from accessing them.

21
Just a few areas where barriers exist
  • Learning styles
  • Price of failure
  • Avatars
  • Communication
  • Production environment

22
Warning
  • 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!!)

23
Gender Differences in Learning Styles
  • Males
  • Females
  • Risk-takers
  • Explorative
  • 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.
24
Solution
  • Design tutorials that use imitative models as
    well as explorative models
  • Look at educational software for examples

25
The Price of Failure
Females
Males
  • 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.
26
Solution
  • 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.

28
We need a hero!
29
  • Because they represent heroes, male and female
    avatars will often exhibit exaggerated physical
    signals of youth strength, and fertility/virility

30
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

31
  • Very often female avatars display exaggerated
    physical signals of sexual receptivity.
  • Male avatars rarely display these signals.

32
Sexual receptivity
  • Red, full lips
  • Heavy lidded eyes
  • Heavy breathing (usually indicated by a slightly
    open mouth)
  • Erect nipples

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35
Solution
  • Build attractive female figures that are not
    hyper-sexualized.
  • Use female athletes as body models.
  • Focus group test your avatars with female players.

36
Electronic Communication
  • Males and females communicate very differently,
    and this carries through to electronic
    communications.

37
Communications 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

38
Just change the keymap to WASD!
  • Avoid the use of industry specific jargon in your
    documentation, tutorial and game scripts.

39
Solutions
  • 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.

40
Production Environment
  • What were you thinking?

41
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.

42
Sometimes 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

43
Solutions
  • 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

44
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

45
But what if the player is female?
Sheri Graner RayAustin Community College Summer
Lecture Series July 8, 2005
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