Notes on Gender Inclusive Game Design “Gender Inclusive Game Design: Expanding The Market” By Sheri Graner Ray Overall Notes • None of these notes are true for every single (wo)man • All notes are intended to be offered in a respectful fashion CSS 290 2 Chapter 1: Females and Machines • Women generally think of (and are pushed to think of) computers as being workrelated machines – When asked what games for women there were, salespeople at retail game stores suggested typing tutors, gardening software, etc • Women are ~52% of the overall population, but play games substantially less than men do CSS 290 3 Chapter 1: Females and Machines • ♂: Computers are a challenge to be overcome • ♀: Prefer a more artistic, communicative/cooperative interaction • Example: fighting games – ♀: Tend to not enjoy the ‘hidden game play elements’, such as secret, special moves that are discovered only by trial & error CSS 290 4 Chapter 1: Females and Machines • Example: failure penalties – ♀: Tend to not enjoy a crippling penalty for failure (your avatar died & you have to restart the level) • Example: Goals – ♀: Often times prefer more open-ended gameplay, perhaps even without a precise goal • Such as Sim* - SimCity, SimTower, The Sims, etc CSS 290 5 Chapter 4: Stimulation & Entertainment • ♂: measurable physiological reaction from visual input (e.g., adrenaline) • ♀: not so much response to visual input • ♀: tend to have more of a reaction to ‘emotional input’ – “mutually beneficial solutions to socially significant situations” – Ex: BioShock: Rescue my spouse & kid! CSS 290 6 Chapter 4: Stimulation & Entertainment • ♀: tactile feedback good, too – Dance Dance Revolution – ‘Immersive’ arcade games – motorcycles, ‘snowboards’, etc CSS 290 7 Chapter 4: Learning and Communications Styles in Computer Game Development • ♂: excel at targeting moving targets in an uncluttered field • ♀: excel at targeting stationary targets in a cluttered field CSS 290 8 Chapter 4: Learning and Communications Styles in Computer Game Development • LEARNING: • ♂: Are willing to just try stuff – “If all else fails, try reading the manual” • ♀: Are less willing to take risks while learning – Generally want to know what to do, first CSS 290 9 Chapter 4: Learning and Communications Styles in Computer Game Development • COMMUNICATION STYLES: • ♂: Typically more overtly dominant • ♀: Typically more overtly empathetic CSS 290 10 Chapter 6: Reward and Gameplay • ♀: ‘High Score’ sorts of rewards aren’t particularly rewarding • Idea – look for alternative reward structures – Ultima Online/MMORPGs: participating in the life of a community, such as by creating items that can be sold CSS 290 11 Chapter 7: Avatar Selection • ‘Pyramid of power’ & ♀/♂ avatar selection – ♀ are generally uncomfortable playing a ♂ avatar – But not vice-versa: most ♂ don’t have a problem playing a game with a ♀ avatar • Avatar portrayal: – ♂: powerful – ♀: sexual CSS 290 12 Chapter 7: Avatar Selection • Good Game Design Idea: – Offer a selection of both ♀ and ♂ avatars. – Don’t offer just token/weak ♀ avatars • Example: that game where the wizard & warrior are male, and only the thief is female CSS 290 13 Chapter 8: Puzzle Games • Scott Kim Definition (from Pg 110): – “A puzzle is a problem that is fun to solve, which means that the goal is to find the right answer. In contrast, the goal of a game is to beat another player. By this definition single player games like solitaire card games are actually randomly generated puzzles” • Audience for these games is often-times ♀ CSS 290 14 Chapter 8: Puzzle Games • Puzzles are not violent, not action games, and not directly competitive • Plus, they’re great for ‘casual gaming’ market – you can pick up Blix, play for 5 boards, then move on. • Plus, they’re great on limited-capability devices – phones, iPods, Zunes, etc CSS 290 15 Chapter 8: Puzzle Games • Types: – Logic puzzles – Word puzzles – Visual Puzzles • Example of usage: Bully (as a substitute for actually going to real classes ) CSS 290 16 Chapter 9: Online/Wireless Games • Online games tend to be more flexible/openended – (as opposed to ‘pipe’ style games) CSS 290 17 Summary: Things to Think About When Designing Women-Friendly Games • Reward Issues: – Flashing lights & points aren’t enough • Look for an emotional tie-in – Female avatars allow women players to identify with the character more – Set up the story/game to encourage player identifying with the character • “Understanding Comics” – iconic character idea – Mutually beneficial solution to socially significant problem CSS 290 18 Summary: Things to Think About When Designing Women-Friendly Games • Allow for confrontational and nonconfrontational resolution of issues – Allow for <multiple> ways to resolve things – Non-confrontational: • Stealth • Interpersonal manipulation – White Wolf vs. AD&D • Allow for non-confrontational activity: – Timed/scored activity • Tetris, racing • (as opposed to killing each other) CSS 290 19 Summary: Things to Think About When Designing Women-Friendly Games • Create shorter, more ‘bite-sized’ subgoals – Facilitates game play over shorter periods of time • Avoid severe penalty failures CSS 290 20