Gender Inclusive Game Design
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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
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)
Pink Poison
a brief history of the girls’ game
movement in the U.S.
1995
“Why should we make
games for girls?”
1996
“How do we make
games for girls?”
1997
1997-1999
“See? We told you girls don’t
play computer games!”
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.”
Computer game revenues have topped
9.4 billion dollars, outranking Hollywood
box office receipts.
Salon magazine.
So what’s the problem?
Thetraditional target market of males
ages 15-25 is not growing as fast as the
games industry.
Salon Magazine
Today, females between the ages of 15
and 25 control over 14 billion dollars a
year in disposable income.
-Newsweek Magazine
“Houston, we have a problem”
Girls don’t play
games
es
Gi
am
rls
eg
do
n’t
ak
m
li
ke
n’t
ga
do
me
rls
s
Gi
Girls don’t play
games
What does work?
We can identify and remove the barriers
that prevent women from accessing the
titles we are making today.
An example of areas where
barriers exist in our games
Learning styles
Avatar representation
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 today…then that person will
most likely be you!!)
Gender Differences in
Learning Styles
Males Females
•Risk-takers •Want to know how it
•Explorative works first
•Modeling/Imitative
Most of the tutorials in today’s games are designed
to appeal to an explorative learning style.
Avatar \Av`a*tar"\, n.
1. An image representing a user in
a virtual reality space.
Because they represent “heroes”, male
and female avatars will often exhibit
exaggerated physical signals of youth
strength, and fertility/virility
Youth, Strength and
Fertility/Virility
Males Females
Large Shoulders Large breasts,
Slim waists placed high on the
chest
Slim hips
Slim waists
Large thighs and
calves Round derrières
Long, thick hair Long, thick hair
Veryoften female avatars display
exaggerated physical signals of sexual
receptivity.
Maleavatars rarely display these
signals.
Sexual receptivity
Red, full lips
Heavy lidded eyes
Heavy breathing (usually indicated by a
slightly open mouth)
Erect nipples
Solutions
Design tutorials that use imitative models
as well as evaporative models
Use educational software as models
Make your female characters heroic, but
do not hypersexualize them
Use female athletes as body models
Gi
rls
do
n’t
m ak
eg
am
es
Sometimes the best man for
the job is a woman
The game industry isn’t on women’s
career radar
Must recruit in non-traditional areas
Build today for employees tomorrow
Production Environment
Quality of life issues
Women have less leisure time
Benefits are very important
Physical space
Keep it clean
Appropriate facilities
Solutions
Understand 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
s
me
ga
li ke
n’t
do
rls
Gi
Traditional channels do not
reach female consumers
Traditional box and ad
images can actively stop
female consumers
Ad messaging can adversely
affect not only product but
corporate image
“The Second Best Thing To Do In The Dark”
Ad for GBA
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
Girls don’t play
games
Wa
t
ex ch o e
clu ut ov
siv for em
e m se d r riers
ark xua an ar
eti lly tify b
ng en sign
Id de
Gender Inclusive
Design breaks the
cycle
s
me
Gi
rls
ga
do
ke
n
ma
’t l
ike
n’t
Actively recruit women
do
amg
rls
es
Gi
“But what if
the player is female?”
Sheri Graner Ray
ScreenBurn
South by Southwest
March 10, 2006
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