Organizer: Chris Bowen, Microsoft
Johnny Richardson's Notes:
Women seem especially attracted to jobs in art/design in games and not engineering/etc.
Diversity in the workplace is not the same thing as creative diversity. We need to make that distinction.
Making games for women or made by women? What is the effect?
- Current marketing methods for girls is panned by the whole group
- Everything is “pink-ified” instead of actually made for women
- Barbie, cheerleader, etc.
- New PSP for girls
Girls seem more into role-playing
- They like managing things, learning, social atmosphere
- Character development, situational environment
- The Sims is huge w/ women because of this
- FPS games are inaccessible for everyone, not just women
- Gamepad
- Strong women professional gamer groups
- e.g. PMSClan on Xbox Live (offensive name, possibly), Gamer Girlz (I think)?
Webkinz tangent
- We seem to have delved more into marketing for kids as opposed to women
- Eastern vs. Western culture with how kids can behave online/allowed chat mechanisms and censorship
Casual gamer no longer casual?
- Mostly women
- The average gamer
- A lot of “casual” gamers play more than 30 hrs a week, much more than ”hardcore”
- Facebook games
- Everyone is a gamer whether or not they call themselves one
- Anyone who calls themselves one is hardcore
- It’s all about how you identify yourself
Some games are possibly intimidating to girls
- Space marines shooting things
- Women might be into that if a hardcore gamer
- Publishers don’t know what makes a girls game
- Developer in room says that Dora the Explorer is hard to work on if you’re a woman because it’s got nothing to do with being a girl
- Purely pink-washing!
- Basically brainwashed by marketing
- And it WORKS!
- Studios not willing to experiment
- Want/need to attract the parents
- Parents are ones buying them (blue for boys, pink for girls)
- EXCEPTION: sometimes girls want the pretty/pink-washed game?
- Parents are ones buying them (blue for boys, pink for girls)
How to attract more diverse developers?
- More women in industry would help to alleviate stereotypical marketing
- Somebody claims that way more males play games than women. Everyone disagrees.
- Clarification: marketing $$$ spent on males (18-24 is the holy grail)
- Fact check time: according to a study conducted by the ESA in 2008, women now comprise 38% of all gamers
- Letting women know that there’s opportunities for them in the industry
- IGDA Women in Games SIG
- Just launched Game Mentor Online (not just for women but ideal for better reaching out)
- Right now only open to students
- Newsletter
- Trying to do a Women’s Indiecade Competition, work w/ Girl Scouts on technology
- Showing women in the Preservation SIG; founders of industry like Lovelace, etc.
- Natural progression/generational?
- All women have been on computers post-1980s
- Women will just want to start to be in industry more because they play games more
- Grandparents don’t know the games, just whether or not they look like they’re for boys or girls
- BUT if you’re a parent who plays games, you might know better
- Academia definitely helping getting women into the industry
- Take a course, etc.
- Discovering what’s out there
- Working with schools
- Hiring women for projects, etc. (MIT is hiring lots of undergrad engineers for Game Lab research)
Gender of protagonist
- Females are always busty, sexual, and brutal
- Beyond Good & Evil had a “real” woman character, so did Oni
- Not marketed properly, however
- What would happen if a game like Heavenly Sword were marketed specifically at women? Would it be offensive?
- Fallout 3 has a lot of female characters who have a lot of actual conversations (not related to just talking about guys)
- We talk and chuckle about the awful Dante’s Inferno marketing campaign
- Turns women away from industry?
- Booth babes AT GDC!!!
- What about going to expos and more public gamer events to educate women about possible jobs?
For further review:
Cassell, J. and H. Jenkins, "From Barbie to Mortal Kombat: Gender and Computer Games", Boston, MIT Press, 1998
Bryce, J. and J. Rutter, “Killing Like a Girl: Gendered Gaming and Girl Gamers’ Visibility”, in F. Mayra (ed.) Computer Games and Digital Cultures Conference Proceedings, pp. 243–55. Tampere: Tampere University Press, 2002.
Winn, J., & Heeter, C. (2009, July). Gaming, Gender, and Time: Who Makes Time to Play?. Sex Roles, 61(1/2), 1-13. doi:10.1007/s11199-009-9595-7
Session Audio
From Johnny Richardson:
.mp3 Audio, 4.48mb (Ok to decent quality, may need to crank your volume)






