Vous êtes sur la page 1sur 11

1

Investigation of the topic "Computer games for girls and women"


Contents
1st Introduction / Motivation ............................................... ..
................................................ ..............................
1 second Gambling ................................................. ............
...................................... .........................................
Two third Use computers ............................................... .......
........................................... ........................... 4 3.1 Pr
evious and current situation ............................................ ......
............................................ ............... 4 3.2 Gender differ
ences .............................................. ...........................
....................... Society and social behavior ............................
............... 5 3.2.1 .................................................. ... 5
3.2.2 Gender-specific patterns of thought .....................................
....... ............................................... Relationship to technolo
gy ........................................... 5 3.2.3 .........................
......................... .................... 6 3.2.4 Interest ................
............................. ..................................................
......................... 6 3.2.5 Competition situation .......................
.................... .................................................. ........
........... 7 3.2.6 identification with the character ..........................
................ .................................................. ......... ..
........................................... 7 3.2.7 Game Magazine ..............
.................................... .............................. 7 3.2.8 pref
erences in the content ........................................... .............
..................................... ...................... 7:00 4th Selected g
ames of the 1990s ............................................. ................
.................................. ....... 8 4.1 Jill of the Jungle (1992) .....
.................................... ...........................................
....... ............................ 8 4.2 Biing! (1995 ).......................
........................ .................................................. ....
................................... 9 4.3 Leisure Suit Larry 7 (1996 )..........
............................... ................................................
.. ....................... 9 5th Game based on attractiveness of selected games
.............................................. .................................
......... 10 5.1 World of Warcraft (2004 )......................................
.... .................................................. .......................
10 5.2 The Sims 2 (2004 ).......................................... ............
...................................... ................................. SingSta
r 11 5.3 (2004) ............................................ ...................
............................... ................................... 12 6th Appro
aches to the game more attractive ..............................................
. .................................................. .................. 13 7th C
onclusion ................................................. ....................
.............................. .................................................
. .... 14 8th Appendix: Related Links ..........................................
.... .................................................. ................ 15
1
Graphics taken from: www.acm.org/crossroads/xrds3-2/girlgame.html
1st Introduction / Motivation
"Since the first popular computer games in the 1980s to this day many people enj
oying them." This quote is in spirit prevail on various websites on the history
of computer games. But what does that mean in this context "people"? Does not th
at men and women alike a ...
This script will examine how women and girls face on the computer games and game
elements which appeal to them. In addition, gender differences are identified,
listed statistics and treated Games concrete example.
Those who worry that girls in using computers will be a distinct disadvantage -
if they did not deal with the world of computer games and computers, they do not
achieve this - is behind this script.
Despite the ubiquitous digital age, the computer is still often an alien world f
or women, in contrast, for men a daily, Used happy medium. This should and must
change in the future, as evidenced by programmers inside and Game Designer / may
be done internally,€and not least by the change of the still relatively rigid v
iews of our society.
Rights of women and girls are to be integrated into future games, so they are re
garded as gender friendly. It should be made to produce in the future games that
are appealing to both sexes equally.
This script will also help to provide food for thought and ideas for a game prod
uction team, as it can inspire more women with its developments. The relationshi
p between boys' comparatively higher interest in computer games and their compar
atively larger representation in high-power computer jobs is not accidental. Com
puter and video games provide an easy lead-in to computer literacy ... and so th
ose children who are not playing them at young ages may end up disadvantaged in
later years. Girls may not simply avoid computers but actually experience stress
when using them, even in education settings. Cassell and Jenkins, "From Barbie
to Mortal Kombat: Gender and Computer Games", MIT Press, 1998, p. 11
Page 1 of 15
2nd Gambling
A gender analysis of gambling behavior, the frequency, duration, location and an
y game partners include appears reasonable and is in the following,
made:
Girls like to play with friends together, either jointly or sitting at a compute
r and online. For boys, however this plays less a role. 2 The article "Women and
Computer Games" from the time of 3:00 was found that in 1996 only about 20% of
women were playing video and computer games. Today it is reported by Entertainme
nt Software Association, 44% had four players enter online.
A computer game usually represents the first contact that a man has with the PC,
so computer games are regarded as the best way, at attracting girls and boys to
the PC. It is scientifically not yet been proven, but can be assumed that early
games on the computer promotes cognitive and motor skills and is a door for the
technological future. In conclusion therefore be argued that with the increase
of female computer gamers, the future technological development is more influenc
ed by women.
Some of the girls playing on the computer these days already habitually, as show
n in the following statistics. However, they play differently than boys. Therefo
re, it is a stated goal of making their preferences and preferences identified i
n order to embed them in games. 5
Research studies have so far focused on different types of game or other on game
content. It was found that girls are interested in other elements of the game t
han boys, but only from the onset of puberty (in children have similar preferenc
es to be determined). 6
2 3
University of Munich, Empirical Study of 1994, see snp.bpb.de/referate/dittler1.
htm (access from 2007-05-05). Blog article in the period from 2006-03-06, see bl
ogg.zeit.de / white / eintrag.php id = 88 (accessed 2007-06-02). 4 Entertainment
Software Association, Sales Demographic and Usage Data 2005, Essential Facts ab
out the Computer Game Industry, online document (page 10): www.theesa.com/files/
2005EssentialFacts.pdf (accessed 2007-05-16) 5 Cf Silje Hole Hommedal "Girls and
boys preferences in computer games": www.helsinki.fi / Kristiina-instituutti /
conference / pdf / Hole.pdf (access from 2007-05-10) 6 See ibid.
Page 2 of 15
to receive free movement in the game world, speed in real time, a migratory pers
pective, adaptive experience level for the game character, to rewards and prizes
, and object-based rules address at end of the game seven, and give them wide la
titude about the apt in the game to make decisions.
Girls aged 7-9 years prefer simulation games. They prefer a choice in computer g
ames, so the game individually adapted and can be designed according to their wi
ll.
Games on computers have become established in the context of adolescent leisure
activities. These days begin about 40% of children already in preschool, to play
on the PC. Intensive is where the gambling behavior in the 10 - 14 years, decre
ases with the degree of intensity usually after puberty. 8
7 8
"Playing" is used in this script as a synonym for the player and players, so bot
h sexes. Dr. Helga Jungwirth "Gender aspects of computer gaming", 1995, http://s
np.bpb.de/referate/jungw2.htm (access from 2007-05-02).
Page 3 of 15
3rd Use computers
1.3 Past and present situation
Statistics on computer games and their use of women and girls who were raised as
early as the 1980s,€show the following characteristics: • • • • • girls sit apa
rt with your computer less often than boys. Girls play much less often with comp
uter and video games than boys. Girls show different manners on the computer. Gi
rls than boys prefer other game content. Girl playing on the computer rather tha
n with other against them. 9
Today in the 21st Century can no longer apply a point to be true, because the co
mputer is now used by the female sex almost as often as the male. Comparisons re
fer to the following statistics from the Eurostat 2004. The other four points li
sted are discussed in this script.
Figure 1 - Statistics from Eurostat, the use of computers and the Internet (2004
)
9
University of Munich, Empirical Study of 1994, see snp.bpb.de/referate/dittler1.
htm (accessed 2007-05-17)
Page 4 of 15
The computer game market has grown enormously over the course of its development
. It is anticipated that the computer will replace because of its distribution a
nd interactivity, the passive television as the dominant leisure activity, parti
cularly in view of the coming generations. 10
2.3 Gender differences
The following is an attempt to possible causes of the detached association of wo
men and girls to explore computer games: 11
3.2.1 Society and a social fact, to computer games of the female reference is af
fected, the distribution of social roles (responsibilities and tasks) according
to sex, is geared to those present. Each person has a gender identity and learns
to act accordingly. The topics for engineering and traditionally the boy is awa
rded to the girl dares not to be a professional company dealing with computers.
Parents therefore encourage their male offspring more often than females.
push 3.2.2 Gender patterns of thinking, if girls on a problem, analyze it first
in full, give him a structure and then develop a solution. Only then will take p
lace to implement the solution. Boys use the sequential principle of "trial and
error," which means they try out a solution and see if the solution leads to suc
cess. This strategy is currently in most PC games found on such. The above state
ment is supported by games such as PacMan and Tetris in which the game action is
limited to a playing field, and indeed the entire playing time. Combinatorial a
nd logical thinking, however, are in action games found on such very rare.
10 11
Schindler, gender roles in computer and video games, http://snp.bpb.de/referate/
schind.htm (access from 2007-05-30). Approaches of the chapter comes in part fro
m the final report on the project "Gender aspects of computer gaming", Federal M
inistry for Education and Cultural Affairs, Linz, October 1995. Speech by Dr. He
lga Jungwirth, available at http://snp.bpb.de/referate/jungw2.htm (accessed 2007
-05-30).
Page 5 of 15
The following definition of a few selected statements that were made by boys and
girls from the U.S. in a survey, in which it came, the term "computer": 12
Definitions of the girls - something to be associated with his friends - he will
help you to communicate with others - access to information - it is a source fo
r learning definitions of the boys - a machine with CPU and motherboard - a mach
ine that the does what you program (high-tech calculator) - a machine that proce
sses information and stores
Furthermore, the interviewed girls and boys to specify what they use the PC:
Girls use the PC for: - writing the homework - PowerPoint presentations - E-mail
, instant messaging and chat - games like PacMan and Solitaire, but only if ther
e is boredom - Shopping on the Internet PC to use for boys: - for fun to play ac
tion and casual games - homework, in conjunction with the Internet - Entertainme
nt around the Clock
3.2.3 The relationship to technology, knowing that a PC is not damaged by faulty
operation of the software, but the action can be repeated to achieve the desire
d success is in men because of the increased play instinct more pronounced.
3.2.4 Areas of interest in girls' interests are more dispersed than in boys. The
y tend to versatility, boys to concentrate. Looking at the popularity of school
subjects, it is clear that boys prefer math, engineering and science. Girls on t
he other hand are interested in biology, art and languages. Exception is the sub
ject of history, which obviously does not cause any preferences.€Girls are very
interested in their fellow human beings and everyday life. That probably explain
s the success of the computer game "The Sims". One can empathize with their indi
vidual people and sympathize with them (empathy, reflection).
12
Meridian Computer Technologies Journal, Alice A. Christie: "How Middle School Bo
ys and Girls View Today's Computer Culture", www.ncsu.edu/meridian//win2005/comp
uterculture/2.html (access from 2007-06-05).
Page 6 of 15
3.2.5 Competition situations girls and women have a different attitude to compet
ition. They are restricted in their motivation, if they have to prove competency
and are driven to power. to defeat others, is not important for girls. You are
not out to achieve a maximum score. For example, at "Tetris" against any opponen
t, but the challenge is to properly arrange geometric shapes.
3.2.6 identification with the character in computer games is the game ends given
the opportunity to identify with the character. Thus he / she empathize get int
o the game and experience it emotionally. This is easily possible if features ar
e the character in terms of self-perception of the player only. Extremely import
ant are also the sex of the character and an appealing and interesting design of
this.
3.2.7 Game Magazine The print media show and are also one reason why women are n
ot yet fully involved in the world of computer games. Game magazines are primari
ly consumed by the male gender, and read. This is probably because the authors a
re mostly male, and this is reflected in the spelling. In the style of language
is only the masculine ("the player" is used) and the reports of female game char
acters are from the male-accented term.
3.2.8 preferences in the content in the investigation of so-called favorite game
s has been found that there are clear differences between boys and girls with re
gard to the content
Game preferences show: girls prefer boys as opposed to the thinking and logic ga
mes and skill games. They show a greater interest in multiplayer games and game
elements to assess interpersonal seem higher.
Page 7 of 15
4th Selected games of the 1990s
The first games were sold in the early 1980s to the mass market, but those games
were mostly made up of geometric shapes in which gender roles were not present.
But this changed in the 1990s, when increased significantly due to technical de
velopment to the quality of computer graphics and characters have been identifie
d.
In the following three games and its approaches will be studied to allow the rea
der or the reader a better comparison with current games:
4.1 Jill of the Jungle (1992)
Developer: Epic MegaGames Jill of the Jungle is one of the first games in which
occurs a female character. The aim of the platformer game is to rescue a prince.
It is, therefore, at the interchange of the classical action "Man rescues woman
." While playing the game end encounters various dangers and opponents, and they
need not necessarily destroy it, but can also handle. The representation of the
character is stereotypennah because she wears a bathing suit and footwear.
Figure 2 - Jill of the Jungle with a female character
13
13
Picture Source Wikipedia: http://en.wikipedia.org/wiki/Image:Jill_of_the_Jungle.
screenshot.png (accessed 2007-05-25).
Page 8 of 15
2.4 Biing! (1995)
Manufacturer: In this business simulation software reline of a hospital there ar
e women only as nurses and managers are all men. Biing! reduced the female sex o
n the increase, whose sexual characteristics. The role models are superficial an
d differentiated emotions are missing in the game.
Figure 3 - The Game Biing! reline of software
14
4.3 Leisure Suit Larry 7 (1996)
Manufacturer: Sierra Entertainment On the one hand at the games of the Larry ser
ies sharpened the image of women and the very feminine women depicted are the ta
rget of male desire, which reinforces the gender roles of the image on the other
hand, women have always the character Larry in the grip of what appeals to turn
female players . Besides the female is also the male stereotype of the perpetua
l loser found on such. These stereotypes associated with humor make the game app
ealing to both sexes.
Figure 4 - Leisure Suit Larry 7
15
14 15
Images source GameTective: http://www.gametective.de/screenshots/details/11238.h
tml (access from 2007-05-26). Picture Source Wikipedia http://en.wikipedia.org /
wiki / Image: LeisureSuitLarry7.jpg (access from 2007-05-26).
Page 9 of 15
5th Game based on attractiveness of selected games
Game developers are predominantly male, so it is not surprising that images of w
omen in computer games are created from masculine point of view. Since inference
s are made in the character of a character from their actions and what you can l
earn from her, it is extremely important as a character is created. For as soon
as a character image has been established by the game ends reacts accordingly an
d an expectation exists.
The character and the situation in which it is located, must be presented. Any i
nformation about the past, if it offers itself, or other information necessary t
o understand the context of the history and develop a Erstprofil of the characte
r should be fed to the player. Even the demonstration of relationships with othe
r characters makes sense. They should attempt to design a relatively comprehensi
ve picture and personality to give the best possible way.
The above elements are used in the game development is often too short, should t
hen be placed in relation to women-friendly computer games special attention. Be
low the examples of "World of Warcraft" and "The Sims 2" for the parade are that
the inclusion of such issues can contribute substantially to the success of a g
ame.
01/05 World of Warcraft (2004)
Developer: Blizzard Entertainment, the massively multiplayer online role-playing
game is a worldwide success, not only relates to what the sales figures, but al
so the beidgeschlechtliche acceptance. Reasons why a majority of female players
could be attracted, amongst others:

In World of Warcraft is the end of the game thousands of different characters (f
rom sweet to ugly, from simple to highly complex), which are controlled by real
players online.

The manufacturer of the servers of Blizzard made available to virtual, persisten
t land can be discovered by each new.
Page 10 of 15

It can be created a fascinating world of adventure, act in which each end of the
game at will and interact with others.
• •
The open spaces are very large dimensions, there is no defined end game. The pla
yers can choose their priorities in the game itself: solving missions and tasks,
development of the avatar, explore unknown territories, form groups with other
game ends. Game designer Gano Haine (Product Developer at LimeLife) says [...] t
he game [is so successful because it] offers a variety of content that players c
an freely choose from: "Being able to customize, to play on your own terms, is h
ugely important. "Persistence is attractive to women - there's something about h
aving your stuff, arranging your stuff and having it be there when you come back
- the whole collecting-slash-farming mechanic," said Hain. "I do not explore th
e dungeons very much, but I'm good at building my profession and finding herbs.
"16
Figure 5 - World of Warcraft
17
5.2 The Sims 2 (2004)
Developer: Electronic Arts Sims stands for "simulated people" and sold millions
worldwide. The game is a simulation where you manage the lives of his characters
must, however, is not a mandatory play goal. The focus is on daily processes of
the virtual characters (such as sleeping, eating, washing).
16 17
Chris Kohler "Women Gamers Duke It Out": www.wired.com/science/discoveries/news/
2006/03/70313 (accessed 2007-06-05). Pictures Sources: (left) Igniq Gaming News:
www.igniq.com/images/world_of_warcraft_050905.jpg, (right) Quickjump Network: w
ww.qj.net/uploads/articles_module/5171/ss2.jpg (access from the 2007-06 -05).
Page 11 of 15
According to Star Game 18 The Sims 2, with its various expansion packs (Open for
Business, Pets, Family Stuff, Nightlife) several times in the top 10 include th
e U.S. sales charts for the year 2006. In women this game is highly popular, ref
lecting the individuality of the characters and the existing open spaces due.
Figure 6 - The Sims 2
19
5.3 SingStar (2004)
Manufacturer: Sony Computer Entertainment This made for the PlayStation 2 game i
s a karaoke program, in which the end of the game sing through a microphone conn
ected to the game console has a song. Lyrics can be shown to match the music. Th
e goal is to make the singing of the real singer as accurately as possible. This
game may take up to 8 people. This strong social component makes it particularl
y interesting for girls and women, as reflected in the popularity and reputation
.
Figure 7 - Socio-active computer game: SingStar
20
18 19 20
Gamestar U.S. Charts: www.gamestar.de/news/vermischtes/charts/us_charts/1467649/
us_charts.html (accessed 2007-06-06) Picture source DieSims2: www.diesims2.de/im
ages/spots/178-spot_de. gif (accessed 2007-06-06) Image source Wikimedia: upload
.wikimedia.org/wikipedia/en/thumb/9/9d/SingStar.jpg/250px-SingStar.jpg (accessed
2007-06-06)
Page 12 of 15
6th Approaches to the game more attractive
In the following short and concise advice and guidance will be given, which may
lead to increased attractiveness of the game:
Varieties
• •
Most girls do not like fast action and no fighting. Girls like games that are co
mplex but not complicated. You should be aesthetic, imaginative and also be funn
y.

Tension and drama should arise during the game. They help to let the emotional g
ames.

A tense atmosphere and a pinch of humor can be a good combination.
Game Content

A story is developing, which includes no woman or helpless to rescue a princess.
No cliches show.
• •
Try to offer different types of heroines. Girls want to be creative and solve pu
zzles, accordingly select the game elements.

Develop realistic female body shapes, but without stereotypes affect. Rather, in
dividuality. Women and girls eighth-by-side on the clothes of the characters, it
should be practical and aesthetic.

Communication is also related embed in first place, why make the game as far as
possible online Add: Several players offer the possibility Miteinanderspielen, c
hat or instant messaging.

Girls prefer cooperation, helpfulness, and fantasy, also consider these properti
es for the game.
Page 13 of 15
7th Conclusion
With the steady growth of the computer games market creates more and more compan
ies who want to develop for both sexes attractive games. This market also in ter
ms of winning a larger group of buyers. To achieve this goal, one hand contribut
e to analysis, as performed in this script, on the other hand, it is also desira
ble that a rethinking of the game industry is taking place, that causes more pro
grammers and game designers are trained and used in upcoming projects. This woul
d in future production teams able to design their games better and to present bo
th sexes a successful game.
An example is received is in the history books was Roberta Williams, the King Qu
est series (first book was published in 1984) was developed. She is one of the f
ew women who has worked successfully as a game designer, a name.
Figure 8 - Roberta Williams (co-founder of Sierra Entertainment)
21
It is hoped that other women follow suit.
2007-06-10
21
NNDB tracking the entire world: http://www.nndb.com/people/647/000057476/ (acces
s from 2007-06-09).
Page 14 of 15
8th Appendix: Related Links
"All women gamers, please stand up" - BBC, Jane Wakefield
http://news.bbc.co.uk/2/hi/technology/5407490.stm
"Attracting Women to Game Development" - GDC 2005 Round Table Discussion (Sande
Chen and Michelle Sorger)
http://www.gamedev.net/columns/events/coverage/feature.asp?feature_id=41
"Because Women DO Play" - Woman Gamers, psychologist Dr. Kathryn Wright
http://www.womengamers.com/doctork/
"Computer game marketing bias - ACM Student, Melissa Chaika
http://www.acm.org/crossroads/xrds3-2/girlgame.html
"CU women win first prize in student computer-game design contest" - Cornell Uni
versity Chronicle Online, JR Clairborne
http://www.news.cornell.edu/stories/May06/Games4Girls.html
"Debunking Stereotypes, Women Flock to Computer Games" - NC State University New
s Services, Mick Kulikowski
http://www.ncsu.edu/news/press_releases/02_08/198.htm
"Games Women Play" - The CS Monitor Gloria Goodale
http://www.csmonitor.com/2004/0611/p13s01-stin.html
"Girl Games on Computers, Where Shoot Em Up Simply Will not Do" - The New York T
imes, Karen De Witt
http://www.crpc.rice.edu/newsArchive/nyt.06-23-97.html
"Girls and Computer Games" - University of Western Sydney, A. Thomas and V. Walk
erdine
http://www.women.it/cyberarchive/files/thomas.htm
"More women play computer games" - Asia News Network, Hwang Si-young
http://www.asianewsnet.net/stech.php?aid=8526
"Reality Bytes: Eight Myths About Video Games Debunked" - MIT Professor Henry Je
nkins
http://www.pbs.org/kcts/videogamerevolution/impact/myths.html
"The Internet and computer games reinforce the gender gap" - Monitor On Psycholo
gy, Lisa Rabasca
http://www.apa.org/monitor/oct00/games.html
Top: Society: People: Women: Recreation and Sports: Gamers - Open Directory Proj
ect
http://www.dmoz.org/Society/People/Women/Recreation_and_Sports/Gamers/
"Video Games: Research, Ratings, Recommendations." ERIC Digest, Bernard Cesarone
http://www.ericdigests.org/1999-2/video.htm
"Why do not women play computer games?" - Spiked Online, James Woudhuysen
http://www.spiked-online.com/index.php?/site/article/265/
"Why girls and games are a good mix" - BBC News, Anna Larke
http://news.bbc.co.uk/1/hi/technology/3248461.stm
Women In Games International
http://www.womeningamesinternational.org/
"Women outnumber men in online games, survey finds - CNET News, Candace Lombardi
http://news.com.com/2100-1043_3-6123172.html
"Women take a shine to video games" - BBC News, Alfred Hermida
http://news.bbc.co.uk/2/hi/technology/3615278.stm
Video Link: "Gender, Lies and Video Games: Women and Computer Sciences" Produced
by: University of Washington Speaker: Professor Maria Klawe (Princeton Universi
ty)
http://www.researchchannel.org/prog/displayevent.aspx?rID=3928
Page 15 of 15

Vous aimerez peut-être aussi