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Gender Inclusive Game Design What it is and why we need it Sheri Graner Ray ScreenBurn SxSW Interactive Festival March 10, 2006

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Page 1: Gender Inclusive Game Design

Gender Inclusive Game Design

What it is and why we need it

Sheri Graner RayScreenBurn

SxSW Interactive FestivalMarch 10, 2006

Page 2: Gender Inclusive Game Design

Sheri Graner Ray Game designer since 1990 Author of Gender Inclusive Game Design:

Expanding the Market Worked with Origin Systems/Electronic Arts, Her

Interactive, Sony Online Entertainment, Cartoon Network and more

Chair and Co-founder of Women in Games International

Recipient 2005 IGDA's Game Developers' Choice Award for work in gender and games

Hard Core Gamer (20+ hours/week)

Page 3: Gender Inclusive Game Design

Pink Poison

a brief history of the girls’ game

movement in the U.S.

Page 4: Gender Inclusive Game Design

1995

Page 5: Gender Inclusive Game Design

“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

Page 11: Gender Inclusive Game Design

“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?

Page 15: Gender Inclusive Game Design

The traditional target market of males ages 15-25 is not growing as fast as the games industry.

Salon Magazine

Page 16: Gender Inclusive Game Design

Today, females between the ages of 15 and 25 control over 14 billion dollars a year in disposable income.

-Newsweek Magazine

Page 17: Gender Inclusive Game Design

“Houston, we have a problem”

Girls don’t play games

Gir

ls d

on’t

mak

e ga

mes

Girls don’t like gam

es

Page 18: Gender Inclusive Game Design

Girls don’t play games

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We can identify and remove the barriers that prevent women from accessing the titles we are making today.

What does work?

Page 22: Gender Inclusive Game Design

An example of areas where barriers exist in our games

Learning stylesAvatar representation

Page 23: Gender Inclusive Game Design

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!!)

Page 24: Gender Inclusive Game Design

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.

Page 25: Gender Inclusive Game Design

Avatar \Av`a*tar"\, n.1. An image representing a user in a virtual reality space.

Page 26: Gender Inclusive Game Design

Because they represent “heroes”, male and female avatars will often exhibit exaggerated physical signals of youth strength, and fertility/virility

Page 27: Gender Inclusive Game Design

Youth, Strength and Fertility/Virility

Males Large Shoulders Slim waists Slim hips Large thighs and

calves Long, thick hair

Females Large breasts,

placed high on the chest

Slim waists Round derrières Long, thick hair

Page 28: Gender Inclusive Game Design

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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Design tutorials that use imitative models as well as evaporative models

Use educational software as modelsMake your female characters heroic, but

do not hypersexualize themUse female athletes as body models

Solutions

Page 33: Gender Inclusive Game Design

Gir

ls d

on’t

mak

e ga

mes

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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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Production Environment

Quality of life issuesWomen have less leisure timeBenefits are very important

Physical spaceKeep it cleanAppropriate facilities

Page 36: Gender Inclusive Game Design

SolutionsUnderstand you will have to recruit

women – and get creative in your recruiting

Address quality of life issues in your office including - but not limited to – over time, benefits, and actual physical space

Page 37: Gender Inclusive Game Design

G

irls don’t like games

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Traditional channels do not reach female consumers

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Traditional box and ad images can actively stop female consumers

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Ad messaging can adversely affect not only product but corporate image

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“The Second Best Thing To Do In The Dark”Ad for GBA

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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

Page 43: Gender Inclusive Game Design

Girls don’t play games

Gender Inclusive Design breaks the

cycle

Act

ivel

y re

cru

it w

om

en

Page 44: Gender Inclusive Game Design

“But what if the player is female?”

Sheri Graner RayScreenBurn

South by SouthwestMarch 10, 2006