Running head: BREAKING THE CYCLE 1 Breaking the Cycle Cracking Gender Disparity in Game Development Education Da Eun (Danny) Kim Annenberg School for Communication and Journalism University of Southern California Paper submitted as partial fulfillment of requirements for CMGT 597: Communication Research Practicum Spring 2014 BREAKING THE CYCLE 2 Abstract With the rise of social and mobile games, more women are playing games than ever before, but the greater gender diversity of the general gamer populace has been slow to translate to games education. To investigate, a survey of 167 communication undergraduates measured interest in games, game development, and games coursework. An experimental section measured the effect of a counterstereotypic female role model’s academic and industry background on interest in games courses taught by the role model. It was hypothesized that participants would show greater interest in courses taught by the casual games background role model, and that the counterstereotypic role model would increase overall interest in game development courses regardless of experimental condition. The findings supported these hypotheses, providing insight on how games education programs could structure and promote themselves in order to increase gender diversity in their student bodies. BREAKING THE CYCLE 3 Breaking the Cycle: Cracking Gender Disparity in Game Development Education Video games have come far since their low fidelity infancy. Advances in 3D graphics now allow for more immersive, filmic gaming experiences than were possible in the past, and with the ubiquity of mobile devices and motion controls that make gaming accessible to a wider audience, more people now play games than ever before; according to the Entertainment Software Association (2013), “58% of Americans play video games,” (p. 2) and a little over half of American families indicate owning a video game console. Indeed, the stereotype of the socially challenged, basement-locked adolescent male gamer has never been more wrong than it is today – the average gamer is now 30 years old, and 35% of parents report playing video games with their children on a weekly basis (Entertainment Software Association, 2013). The very first gamers have ‘grown up,’ and many of them are now playing with their children. Given the popularity of games, it is of little surprise that sales of video games and associated hardware generated nearly $21 billion of revenue in the US alone in 2012 (Entertainment Software Association, 2013). Video games have become an economic force to be reckoned with, and nowhere was the medium’s influence arguably more obvious than with the 2013 release of Rockstar’s Grand Theft Auto V. Even prior to its release, the game had already generated a reputation as the most expensive video game ever produced, with a reported budget of $265 million; among entertainment products, this number made it second only to Disney’s 2007 blockbuster Pirates of the Caribbean: At World’s End at the time in terms of budget size (Imran, 2013). But on the day it hit store shelves, Grand Theft Auto V shattered opening day records in entertainment – both film and video games – by accruing $800 million in revenue on its first day in stores and over $1 billion in its first three days on the market (Morris, 2013). By comparison, the previous record holder – yet another video game, Treyarch’s Call of Duty: Black BREAKING THE CYCLE 4 Ops II – took 15 days to reach $1 billion, while the film Harry Potter and the Deathly Hallows, Part II took 17 days to reach the same amount (Morris, 2013). With the rise of the medium and increasing awareness of its artistic and economic impact, interest in game development education is now higher than ever before. Moving beyond the near-cliché masses of trade school game development programs promoted in online banner ads, game development programs are now offered at many universities of renown, such as the Massachusetts Institute of Technology, New York University, and the Georgia Institute of Technology (The Princeton Review, 2013). And demand for these programs continues to grow – in 2010, George Mason University of Fairfax, VA reported five times higher than expected demand for its new Computer Game Design program (Good, 2010), while, in 2008, the Rochester Institute of Technology estimated 1,000 applicants for 90 spots in its next class (Bayliss & Bierre, 2008). The specific content of these academic game development programs vary, with different universities and different departments structured in various ways to create diverse approaches to game development education. For example, the game design & development program at the Rochester Institute of Technology, ranked #4 in North America (The Princeton Review, 2013), operates with a programming emphasis and aims to create “graduates that understand the technical roots of their medium, the possibilities that creative application of software development affords, and the way which their industry operates” (Rochester Institute of Technology, n.d., para. 2). On the other hand, the USC Games program at the University of Southern California, ranked #1 among graduate game design programs in North America (The Princeton Review, 2013), is jointly operated by the Interactive Media & Games Division housed in the School of Cinematic Arts and the Department of Computer Science based in the Viterbi BREAKING THE CYCLE 5 School of Engineering (USC Games, n.d.). The way the program is structured allows students to choose an approach to games befitting their background and interests, from a more artistic perspective to a more technical approach. The Entertainment Arts & Engineering program at the University of Utah – ranked #1 among undergraduate game design programs in North America (The Princeton Review, 2013) – follows a similar thread, consisting of students from the computer science and film studies departments with an entertainment arts & engineering emphasis (University of Utah, n.d.). Some programs, such as the Game Lab at the Massachusetts Institute of Technology, offer no specific game design degree programs for their students, but instead offer advisement to help students tailor their coursework in a way that prepares them for work in the game industry (MIT Game Lab, n.d.). However, despite the greater cultural and economic prevalence of games, the rise of game development education, and the standing female majority in higher education (Goldin, Katz, & Kuzmieko, 2006; National Science Foundation, 2009), the relative gender parity present in the gamer populace (Entertainment Software Association, 2013) has been slow to translate into academic game development programs. Perhaps reflective of the 88% male majority in the game industry at large (International Game Developers Association, 2005), the student bodies of game development programs across the country skew male. In 2008, women made up 10% of the student body in the undergraduate game design and development program at the Rochester Institute of Technology (Bayliss & Bierre, 2008). In 2013, the Games track of the Computer Science department at the University of Southern California – the track that specifically participates in the USC Games initiative – consisted of 125 male and 19 female students at the undergraduate level, and 51 male and 5 female students at the graduate level (S. Schrader, personal communication, September 23, 2013). BREAKING THE CYCLE 6 Like all forms of art, video games derive from the experiences and backgrounds of their creators. As such, the current gender disparity within academic game development programs severely constrains not only academic discussion but also thematic and mechanic innovation in creative output. The following literature review examines existing research to provide insight into the underlying contributors to gender imbalance in game development education, as well as various communication and behavioral theories applicable in the comprehension and remedying of this issue. Literature Review As a STEM – science, technology, engineering, mathematics – discipline, game development faces many similar barriers to female participation as other STEM disciplines, particularly computer science. Yet, as an interdisciplinary art form, games also provide unique opportunities to engage women. However, the dynamic between the historical male prevalence in gaming (Cassell & Jenkins, 1998; Heeter, Egidio, Mishra, Winn, & Winn, 2009) and market responses to satisfy this male majority (Heeter et al., 2009; Entertainment Software Association, 2013) have established a self-reinforcing cycle that has traditionally kept it difficult for women to make significant strides into gaming culture and game development. Fullerton, Fron, Peace, and Morie (2008) refer to this concept as a “vicious cycle” (p. 143), and in making the case for a “virtuous cycle” (p. 141) in gaming culture that is more inclusive of women, Fullerton et al. (2008) argue that more women in game development would lead to more games appealing to female tastes and, as such, more female gamers. Indeed, the dismantlement of the existing maleoriented creation-consumption cycle is of paramount importance if game development academia, the game industry, and gaming culture at large are to become truly gender diverse and, in the BREAKING THE CYCLE 7 process, take a step closer to becoming more inclusive in general – not just in terms of gender, but also in terms of sexuality, ethnicity, socioeconomic background, and more. The Cycle – A History of Gaming as “Man Space” The first home video game console, the Magnavox Odyssey, was created by Ralph Baer, a male engineer (McLemore, 2012). One of the most pervasive gaming platforms, the PC (Jugelionis et al., 2009), was helped into the mainstream by a male programmer, Bill Gates, and his creation, Windows (Suominen, 2012). Some of the most venerable franchises in gaming are all the brainchildren of male designers; examples include Hideo Kojima and Metal Gear Solid, Gabe Newell and Half Life, John Carmack and Doom, and Shigeru Miyamoto and Super Mario (Wainwright, 2011). As a result, Heeter et al. (2009) argue that men dominate gaming culture and that games tend to be made by men for men. The male dominance in gaming culture is particularly noteworthy as research by Heeter et al. (2009) revealed preferences for games designed by the same gender in both males and females. Bryce and Rutter (2003) break down this male dominance of gaming into three spatial categories: public, domestic, and virtual. They argue that games were assisted in their rise to prevalence through introduction and proliferation in gendered public spaces such as bars, pubs, and arcades (Bryce & Rutter, 2003). They add that even within the domestic household, a space typically seen as a feminine domain, men exert control over the two devices most often used for gaming: the television and the computer (Bryce & Rutter, 2003). Bryce and Rutter (2003) continue by adding that although online gaming – the virtual space – can help women build gaming skills and compete against male gamers without gender markers (Bryce & Rutter, 2002), women often suffer from hateful and sexist conduct directed at them by male gamers in online spaces. The separation induced by these gendered spaces is particularly problematic given the BREAKING THE CYCLE 8 role access and social environment can play in shaping gaming knowledge and preferences (Carr, 2005). All of this projects the image of a medium that has historically been made by men for men to be played on platforms created by men in spaces where men dominate. Laurel (1998) summed it up aptly in the CHI-98 keynote address: Computer games as we know them were invented by young men… They were enjoyed by young men, and young men soon made a very profitable business of them… Arcade computer games were sold into male-gendered spaces, and when home computer game consoles were invented, they were sold through male-oriented consumer electronics channels to more young men. The whole industry consolidated very quickly around a young male demographic - all the way from the gameplay design to the arcade environment to the retail world. (as cited in Carr, 2005, p. 467) Market Response Driven by profit, developers and publishers have long put much of their effort into the development and marketing of blockbuster games that match the violence-seeking (Dawson, Cragg, Taylor, & Toombs, 2007; Kafai, 1998; Quaiser-Pohl, Geiser, & Lehmann, 2005) tastes of these ‘conventional’ male gamers. An analysis of print video game ads and video game trailers by Combs (2010) found that nearly four in five of the games advertised contained violence, indicative of the sheer level of market dominance that male-driven violent video games have achieved. And of the top 10 games of 2012 in terms of units sold, only one game – Ubisoft’s rhythm game Just Dance 4 – did not involve some form violence or sport competition (Entertainment Software Association, 2013), the latter category appealing to the male preference for competitive elements (Phillips, 2005; Heeter et al., 2009; Hartmann & Klimmt, 2006; Lucas BREAKING THE CYCLE 9 & Sherry, 2004; Williams, Consalvo, Caplan, & Yee, 2009). This fact combined with the aforementioned information regarding Grand Theft Auto V budget size and Call of Duty: Black Ops II sales – the ninth installment in the Call of Duty franchise – speak volumes as to the prevailing consumer taste and priorities of the industry alike. Differences in Play By flooding the market and media with violent, competitive games, the game industry has essentially decreed the tastes of female gamers a secondary interest, given that extant research suggests gender differences in game content preferences and motivators for play. Unlike men, who display a preference for violent and action-centric video games (Dawson et al., 2007; Kafai, 1998; Quaiser-Pohl et al., 2005), women seem to prefer management, life-simulation, puzzle, and driving games (Dawson et al., 2007; Hayes, 2005). Female gamers also tend to prioritize the narrative and social aspects of gaming, while male gamers care more about competition and achievement (Phillips, 2005; Heeter et al., 2009; Hartmann & Klimmt, 2006; Lucas & Sherry, 2004; Williams, Consalvo, Caplan, & Yee, 2009). Women display lower attraction to competitive elements and are likely to report the absence of social elements and the presence of violence as reasons for their dislike of video games (Hartmann & Klimmt, 2006, p. 910). Violent content may actually trigger distress in women – research by Cooper, Hall, and Huff (1990) found that learning software containing violent content caused stress in female students, while learning software requiring verbal and interpersonal skills and lacking violence increased stress in male students. Women also tend to play for shorter periods of time per sitting and spend overall less time playing games than do men (Winn & Heeter, 2009). Gender differences in design. Interestingly, gender based differences may be present not only in content preference and motivators for play, but also in design processes and BREAKING THE CYCLE 10 preferences. Carbonaro, Szafron, Cutumisu, and Schaeffer (2010) found that female students more so than male students tended to design interactive stories that promoted higher level thinking, as measured by Rice’s (2007) Video Game Higher Order Thinking Evaluation Rubric (Carbonaro, Szafron, Cutumisu, & Schaeffer, 2010). Also noteworthy is the fact that no significant gender differences were present in enjoyment of interactive story design (Carbonaro et al., 2010). Furthermore, Heeter et al. (2009) found that female students tended to take a more inclusive approach to game design, aiming their games at players of both genders, while male students created games exclusively for males. The female students’ games included both male and female non-player characters, as well as elements of character customization that allowed the player to choose their avatar’s gender; on the other hand, the male students’ games assumed their player would be male and created mostly male non-player characters (Heeter et al., 2009). The female students’ games also tended to include “virtual social elements” (p. 15), such as the ability to interact, negotiate, and maintain relationships with non-player characters in the game; interaction with non-player characters in male students’ games was generally limited to combat (Heeter et al., 2009). Such differences in design approach and conceptualization support the idea that the shortage of women in game development is indeed limiting further thematic and mechanic advancement in games. Power of Stereotypes However, a major barrier has long stood in the way of the thematic and mechanic innovation that more women in game development could bring about: stereotypes. Stereotypes pose a major dual threat to increasing female student enrollment in both game development programs and STEM education at large. The first threat lies in gender-differentiated expectations BREAKING THE CYCLE 11 (Eccles, 1990) regarding women’s STEM fit and aptitude. The second threat lies in stereotypes regarding gamers and developers. Women are inundated with sociocultural presumptions regarding gender-differentiated abilities and interests, telling them that the arts, humanities, and education are feminine, and that STEM fields are masculine and unfit for them (Acker & Oatley, 1993; Colley, Comber, & Hargreaves, 1994; Collis & Ollila, 1990; Potts & Martinez, 1994; Beyer, 1995). They receive these messages at home, at school, and from the media (Brownlow, Smith, & Ellis, 2002). As a result of these messages, women often underestimate their own STEM aptitude (Correll, 2001; Sax, 1994; Ehrlinger & Dunning, 2003; Miura, 1987; Cheryan, Plaut, Handron, & Hudson, 2013), a significant problem given the influence self-efficacy has on behavior (Fishbein, 2000). Presumptions about their aptitude may also drive talented women with both STEM proficiency and strong verbal skills into pursuing careers outside STEM subjects (Wang, Eccles, & Kenny, 2013). The threat posed by these assumptions regarding women’s STEM aptitude cannot be emphasized enough. Stereotypes have been shown to have a negative effect not only on interest in STEM fields (Davies, Spencer, Quinn, & Gerhardstein, 2002; Shapiro & Williams, 2012), but also on performance (Spencer, Steele, & Quinn, 1999) and learning (Rydell, Shiffrin, Boucher, Van Loo, & Rydell, 2010). Thus, female students in male-dominated, stereotype-driven computing environments may find themselves caught in a destructive cycle – they might learn technical concepts more slowly, perform worse in classes, and lose interest in STEM as a result. The stereotype of the typical ‘gamer’ also poses a major barrier to increased participation by women in gaming culture and game development academia. Gaming and computer science suffer from many similar ‘nerd’ stereotypes regarding social incompetence and physical BREAKING THE CYCLE 12 unattractiveness (Kowert, Griffths, & Oldmeadow, 2007; Cheryan et al., 2013). Shaw (2012) found that negative stereotypes associated with games and gaming can make people avoid identifying as a gamer, and even to forego gaming altogether. The negative effects of the nerd stereotype are likely amplified in adolescents, who are particularly self-conscious and, as such, more vulnerable to these negative media messages (Pechmann, Levine, Loughlin, & Leslie, 2005). Women’s self identities are strongly affected by the female gender role (Eagly, 1987), and the dissonance between the powerful nerd stereotype and the expectations that accompany the female gender role (Diekman et al. 2010; Eagly & Steffen, 1984) could be discouraging women from pursuing gaming and game development. The influence of the nerd stereotype on women’s career choices was shown by Cheryan et al. (2013), who found that “women who read [fabricated articles stating] that computer scientists no longer fit the stereotypes expressed more interest in computer science than those who read that computer scientists fit the stereotypes” (p. 58). And while similarity identification can often be effective at inducing behavioral change (Feilitzen & Linne, 1975), the stigma of the nerd stereotype may be so powerful that it can undermine the benefits of identification. Cheryan, Siy, Vichyapai, Drury, and Kim (2011) found that while role model gender did not affect female students’ computer science success beliefs, stereotypical role models of either gender led to lowered success beliefs in female students. A stereotype-induced aversion to games likely contributes cyclically to the low number of women in STEM professions, as games are often considered a ‘gateway’ platform into further exploration of technical fields (AAUW Educational Foundation, 2005; Hayes, 2005; Guzdial & Soloway, 2002). However, while this gender-differentiated aversion to gaming may be partly attributable to the fact that females tend to be more self-conscious (Rankin, Lane, Gibbons, & BREAKING THE CYCLE 13 Gerrard, 2004), their “fear” of the nerd stereotype may not necessarily be unfounded – women’s expression of interest in STEM can negatively influence others’ perception of them (Brownlow, Smith, & Ellis, 2002). The Cycle Unravels – The Rise of Women in Gaming Despite the socio-cultural barriers standing in their way and the historical dominance of men in gaming, women have begun to make significant progress into gaming culture and the games industry. According to the Entertainment Software Association (2013), 45% of gamers today are women. Part of this increase in women may be due to the greater prevalence of technology and the associated exposure to technology at earlier ages (Quaiser-Pohl et al., 2005), and 99% of male children and 94% of female children of adolescent age report playing video games (Pew Internet and American Life Project, 2007). However, despite this clear increased quantitative presence, many still view gaming as a male-heavy hobby. Part of this discrepancy in perceived female presence in gaming and the Entertainment Software Association’s (2013) supposed near-parity in gaming may be due to the difference in “gamer” as an identity versus as a label. Shaw (2012) is quick to note that academia often labels people as gamers merely because they play games, regardless of whether or not those people actually identify as gamers themselves, and she flatly asserts, “Labeling everyone who plays video games as a gamer, however, is misguided” (Shaw, 2012, p. 29). Someone who plays Words with Friends or Candy Crush on their phone may be empirically labeled a gamer by researchers, but may not themselves identify as a gamer or be identified as a gamer by others; and as such, labeled gamers who do not identify as gamers may not necessarily be visible or actively participate in gaming culture. BREAKING THE CYCLE 14 Indeed, the increasing popularity of so-called “casual” games like Words with Friends, Candy Crush, and FarmVille (Casual Games Association, 2007) could be to credit for the disconnect in perceived prevalence of female gamers and the number of women who actually play games. According to the Casual Games Association (2007), the majority of casual game players are women, and women are less likely than men to identify as gamers (Shaw, 2012). The reason for the casual games’ popularity with women may be the games’ greater compatibility with the temporal demands placed on them. Winn and Heeter (2009) found that in addition to reporting less gameplay time, women tend to report less leisure time overall as a result of needing to complete more obligatory tasks, and when they do play, women are likely to play games in shorter bursts than do men. The design characteristics frequently manifesting in casual games make them a better fit for these shorter bursts of play than traditional narrative-driven games; such design characteristics include their intuitiveness, shallow learning curve, forgivingness, and locationaltemporal flexibility (Kultima, 2009). Simply put, casual games are easy to learn, can be played anywhere, are easily picked up and put down as needed, and can be played parallel to the execution of other tasks (Kultima, 2009), making them a better fit for the lower amount leisure time and shorter spurts of game time that women exhibit (Winn & Heeter, 2009). Kultima (2009) additionally argues that the mechanics in casual games are often distilled to a degree that they sidestep socially inappropriate topics such as violence and sexuality and instead focus on abstract mechanics like puzzles. This avoidance of violent themes and focus on abstract mechanics likely further helps attract female gamers to casual games, given their distaste for violent content and affinity for puzzle mechanics (Dawson et al., 2007; Hayes, 2005; Hartmann & Klimmt, 2006). However, it is important to remember that the “casual” label does not necessarily connote level BREAKING THE CYCLE 15 of play or dedication – Shaw (2012) points out that, “There is […] nothing casual about playing FarmVille on Facebook for hours on end, just as there is nothing inherently hardcore about playing an hour of Halo with friends” (p. 30), and goes on to suggest that the “casual” and “hardcore” labels may be more of a reference to the effort needed to produce these games (Shaw, 2012). Established female game developers. But women have also come to occupy many high level, high profile positions at developers producing not-so-“casual” games. A notable example is Jade Raymond, head of Ubisoft Toronto (Graser, 2013) and veteran developer whose credits include the widely popular Splinter Cell and Assassin’s Creed franchises (MobyGames, n.d.). Another example is Kellee Santiago, head of developer relations at Ouya (Graser, 2013), an alumna of the USC Interactive Media & Games Division, and co-founder and former president of critically acclaimed Playstation 3 game developer Thatgamecompany (USC Games, n.d.). Graser (2013) also notes the presence of female developers at other major developers such as 343 Industries and Microsoft Game Studios. Bumps in the path. However, women’s march into gaming has not come easily. The gender gap in income persists in the games industry, with a 27% discrepancy in average income between men and women (Graser, 2013) that is higher than the workforce-wide gender wage gap of 19.1% (Institute for Women’s Policy Research, 2013). The representation of women can also vary wildly by department, with women often more common in production management and art positions compared to programming roles (J. Harlin, personal communication, October 15, 2013). Cultural artifacts resulting from the long-standing male dominance in gaming culture can also pose a significant problem. March 2013 saw the resignation of Brenda Romero, a 30-year BREAKING THE CYCLE 16 veteran game developer, from the International Game Developer Association’s Women in Games group after she saw that the organization had employed sexualized female dancers as entertainment for one of their events (Graser, 2013). Romero had previously expressed her distaste for the presence of ‘booth babes’ – women often employed by game companies to work at their booths during events, commonly wearing suggestive outfits – at conventions, stating that they make her feel uncomfortable (Graser, 2013). On a similar thread, the inappropriate conduct women often face when playing games in digital spaces (Salter & Blodgett, 2012) has unfortunately been shown to manifest at times in games-related physical space. Female attendees and journalists report being harassed, groped, or otherwise inappropriately addressed at game industry events. In 2013, Tina Amini of Kotaku, a popular gaming news blog, penned an article titled “The Creepy Side of E3,” describing women’s experiences at the Electronic Entertainment Expo that year (Amini, 2013). In it, Amini discusses several instances in which her female colleagues were left feeling uncomfortable or in danger at E3. One female journalist faced a security guard who repeatedly accosted her, going so far as to “[wrap] his hands around her shoulders” (para. 14) and grope her arms despite her continued signs of disinterest (Amini, 2013). Another journalist reported being approached by a male attendee and asked what booth she belonged to, the man having assumed that she was a ‘booth babe’ (Amini, 2013). And a female PR representative discovered that a male attendee had discreetly zoomed in and photographed her breasts while she had been posing for another photo (Amini, 2013). Breaking the Cycle BREAKING THE CYCLE 17 Despite the hurdles and the gradual unraveling of the male-oriented cycle, game development and computer science programs across the country have been aware of the gender disparity in the field and taken active steps to remedy the problem. Between 1995 and 2000, the computer science department at Carnegie Mellon University increased the percentage of female freshman computer science majors from 7% to 42% through various methods (Lin, 2013). The admissions process was altered to be more holistic, focusing on potential in programming instead of experience, and the curriculum was altered so that early coursework emphasized real world applications and impact of technology (Lin, 2013). In addition, the computer science department started an organization called Women@SCS to provide support and guidance to female students in the department, and this organization began outreach to high schools and events on campus regarding women’s issues in STEM (Lin, 2013). The Interactive Media & Games Division (IMGD) at the University of Southern California practices similar attempts at inclusivity. The department’s summer programs are aimed at attracting counter-stereotypical students, and introductory courses in the division are intentionally light on programming and more design, theory, and history oriented in order to be more inclusive of those without technical backgrounds (T. Fullerton, personal communication, September 30, 2013). On the whole, the Interactive Media & Games Division attempts to stray away from the stereotypical ‘techie’ atmosphere and puts emphasis on coursework in nonstereotypical game-related topics such as storytelling, visual expression, and games and learning (T. Fullerton, personal communication, September 30, 2013). Perhaps partly as a result of practices like these, combined with larger cultural shifts, the gender disparity in game development education is showing signs of weakening. Compared to the 10% of the program that female students represented in 2008 (Bayliss & Bierre, 2008), the BREAKING THE CYCLE 18 undergraduate game design and development major at the Rochester Institute of Technology was 25-30% female in 2013, with its sister major, new media interactive development, being roughly 40% female (J. Bayliss, personal communication, September 30, 2013). The undergraduate program of the University of Southern California’s Interactive Media & Games Division as of 2013 consisted of roughly 75% male students and 25% female students (A. Thompson, personal communication, October 22, 2013), while the graduate program of 45 students is roughly onethird female (S. Roberts, personal communication, October 22, 2013). There has been a general upward trend in female student enrollment at both the graduate and undergraduate levels, and the graduate class entering in 2013 nearly achieved gender parity (T. Fullerton, personal communication, September 30, 2013). Potential future theory-driven outreach. The preceding sections of the literature review provide insight as to various key factors that could be addressed to increase the number of women in game development education. The application of various theories of persuasion and behavioral change in the development of outreach and promotional methods as well as analysis and modeling of past successful attempts at inclusivity may be effective in attracting more women to academic game development programs. Nerds no more. A series of videos with carefully chosen female game industry spokespeople could be a particularly effective method of outreach to female students. The videos would showcase the work and lives of notable female game developers. In doing so, these videos would not only provide valuable information on the game industry to viewers who can visually identify with the developers, but also work to subtly counteract the nerd stereotype in the viewers’ minds. One organization that found success in releasing a similar video starring notable industry spokespeople is Code.org, a non-profit organization working to promote and expand BREAKING THE CYCLE 19 computer science education in the United States. In early 2013, Code.org released a video titled “What Most Schools Don’t Teach,” featuring several technology industry figures and media celebrities discussing their experience with computer programming and their belief in the importance of computer programming knowledge. The video quickly went viral across social media networks, accruing over 12 million views in two weeks (Taylor, 2013). The Code.org video was not perfect, however – the counter-stereotypicality of some of the featured spokespeople was questionable. Given the negative effects of stereotypical role models on self-efficacy in female students (Cheryan et al., 2011), care must be taken to determine what women consider typical of a “stereotypical game developer” and select spokespeople who do not fall into these stereotypes. Despite the seeming superficiality, attractiveness is a key factor influencing source persuasiveness (Hovland, Janis, & Kelley, 1953) and the halo effect suggests that people think more positively of attractive individuals (Nisbett & Wilson, 1977), indicating that the selection of physically attractive spokespeople may be effective in increasing the persuasiveness of the video. In addition, choosing spokespeople whose prior works consist of games that cater to female preferences would likely be beneficial, and some suggest that portraying games as an artform rather than a technology as much as possible could be beneficial given the stigma computing can carry (T. Fullerton, personal communication, September 30, 2013). Seeing female role models in action in game development is likely to result in viewers forming possible selves, a potential future version of oneself that can affect behavior (Markus & Nurius, 1986), in their minds, and if a female student can imagine herself as a game developer, then she is that much more likely to find ways to make that vision a reality. These videos’ effectiveness may be boosted by a national speaking tour by these spokespeople or extracurricular programs spearheaded by these spokespeople, performed in BREAKING THE CYCLE 20 partnership with intra-university organizations and high achievement high schools across the nation. One particular organization that may help foster these connections is the National Consortium for Specialized Schools of Mathematics, Science, and Technology (NCSSSMST). Among its member institutions are several ranked among the top 15 public high schools nationwide as ranked by US News & World Report, including The Gwinnett School of Mathematics, Science and Technology; Thomas Jefferson High School for Science and Technology; High Technology High School; and Maine School of Science and Mathematics (NCSSSMST, 2013; US News, 2013). Partnering with NCSSSMST and its member institutions would allow for more direct outreach to students who are not only high-achievers but have previously demonstrated aptitude in STEM disciplines. Other organizations that may prove effective partners in terms of outreach, promotion, and fundraising include Intel, the International Game Developers Association – both of whom already maintain gender diversity initiatives – and institutional branches of Women in Science and Engineering (WISE). Linking to existing interests. Another method that could be effective in attracting more women to game development is tying game development to existing interests. Carnegie Mellon’s decision to include early coursework that focused on the impacts of computing on society (Lin, 2013) may be a good model to follow. Framing can play a major role in perception of an issue (Druckman, 2001), and the utilization of framing in promoting game development does not need to stop with tying it to just societal interests. Reaching out to departments, classes, and student organizations whose affiliated disciplines contribute to game development – art, writing, music, etc. – or may benefit from innovative application of games – any discipline, but examples include biological sciences, architecture, and sports sciences – and offering workshops or information sessions that frame game development as interlinked with their respective fields may BREAKING THE CYCLE 21 be particularly effective at enticing otherwise uninterested students into game development coursework. Given that women often pursue education, social sciences, the humanities, or health sciences as their major (Daymont & Andrisani, 1984; Zafar, 2009), these departments and their affiliated student organizations may be good places to begin outreach. At the information session, students would have the opportunity to interact with a speaker of similar background or interests who works in the game development industry. They would see examples of games that the speaker has worked on in the industry – an example would be Susanna Ruiz, the developer of Darfur is Dying (Games for Change, n.d.), speaking to a class that is studying the impact of genocide, or a concept artist from Maxis, the team behind The Sims, presenting to a 2D hand-drawing class. If time allows, abbreviated versions of these workshops could be given at the beginning of class sessions led by permitting instructors, followed by distribution of brochures for game development coursework and minors; furthermore, a version of these information sessions presented as interview videos may also be beneficial in the same vein as the videos mentioned above. Working with departmental administration to integrate associated game development course options into major or minor requirements could also prove beneficial – a female pre-med student interested in a games for health promotion class is more likely to enroll in the class if she knows it will count toward her major, as would an education major considering a games for learning course. In tying game development to women’s self interests, the goal is to increase perceived self-efficacy in game development since, as previously mentioned, self-efficacy is a key component in behavior change (Fishbein, 2003). This method would also be an application of the foot-in-door approach to persuasion, which increases the likelihood of compliance with larger commitments through smaller precursor commitments (Green, 1965). Female students who BREAKING THE CYCLE 22 attend a workshop or information session relating to game development are more likely to try introductory coursework in game development, those who try those introductory courses are more likely to take more courses, and so on. First, a workshop, then maybe a class; and from there, a minor, a major, or perhaps even a career. Overview and Hypotheses The following study assesses the level of interest in these theory-driven outreach methods and hence, their potential effectiveness at persuading women to engage with game development. Surveys were distributed to students in courses unrelated to game development. Students were asked whether they would be interested in learning about game development from nonstereotypical role models in various contexts. Given women’s genre preferences (Dawson et al., 2007; Hayes, 2005; Casual Games Association, 2007), it is hypothesized that students will display greater interest in engaging with the game developer role model who develops casual games (H1). It is hypothesized that students will also show greater interest in engaging with role model from the same academic background as them (H2). In terms of channel of extracurricular engagement, it is hypothesized that students will show greater interest in engaging with the game developer role model in a non-classroom, in-person environment than in watching a video about the role model (H3). Furthermore, it is hypothesized that, regardless of experimental condition, students will show greater interest in game-related classes when courses are tied with the role model (H4). Method Participants Participants (N = 167) consisted of 48 male and 119 female undergraduate students from the University of Southern California Annenberg School for Communication. Participants were BREAKING THE CYCLE 23 mainly recruited through in-person and email announcements in classes such as Advertising and Communication; Foundations for the Study of Entertainment, Communication and Society; and Communication and Social Science. Participation was voluntary. Participants recruited through classes received course extra credit for participation in the survey. 98% (n = 164) of participants were between age 18 and 24, with 20 (n = 42) and 21 (n = 42) being the mode age responses. Survey A self-completed survey was distributed via Qualtrics. The survey was divided into two sections, with a common section measuring participants’ interest in different types of games (e.g. “I am interested in console games.”), game development (e.g. “I would like to learn how my academic and/or professional interests could be applied to the video game industry.”), and game development classes (e.g. “I would be interested in taking…”); and an experimental section that measured interest in the theory-driven outreach methods described in the literature review (e.g. “I would be interested in an on-campus presentation led by Annika about her work in the game industry.”). Surveys were chosen as the method of data collection for this study due to their ability to effectively quantify participant attitudes about a given topic. All questions were answered on a 5-point Likert scale, ranging from “Strongly Disagree” to “Strongly Agree” in most items and “Very Negative” to “Very Positive” in one item. Interest in games. Given the popularity of mobile and social gaming in particular with women (Casual Games Association, 2007), indication of interest in games was divided into two categories – interest in console games and interest in mobile and social games. Interest in game development. Participants indicated their level of interest in game development. Once again, separate items measured level of interest in console game development and mobile-social game development. One item measures participants’ attitude BREAKING THE CYCLE 24 toward game developers, as biases resulting from the “nerd” stereotype may cause lower indicated interest in game development and, hence, the outreach methods (Cheryan et al, 2013). Three items measured participants’ level of interest in video game related coursework, with increasing situational specificity from question to question. Interest in theory-driven outreach methods. To measure the effect of featured role model background on interest in theory-driven outreach methods, a 2 (Academic Background: Similar vs Dissimilar) X 2 (Industry Background: Casual game development vs. Core game development) between-subjects design was utilized in the final section of the survey. Following the common section of the survey outlined above, participants were randomly assigned to one of four conditions (Similar x Core, Similar x Casual, Dissimilar x Core, Dissimilar x Casual) and exposed to a role model profile corresponding to the assigned condition. The photo in the profile was kept constant across all experimental groups, while the text portion was modified to reflect the four experimental conditions. Syntactic structure of the text was kept as consistent as possible. After viewing the profile, participants were then asked to indicate interest in a variety of ‘role model associated’ components – attending an on-campus workshop led by, enrolling in a course taught by, or watching a video about the featured fictional developer – using a 5-point scale. Pilot study. A pilot study was conducted to confirm the visual counter-stereotypicality of the fictional game developer depicted in the profiles. Eight participants, 5 female and 3 male undergraduate and graduate students between the ages of 20 to 26, were first asked to visualize a stereotypical game developer in their minds. Then, they were shown the photo used to represent the fictional game developer in the survey and asked to rate the individual depicted in the photo BREAKING THE CYCLE 25 stereotypic or counter-stereotypic. All participants were in consensus regarding the visual counter-stereotypicality of the individual depicted in the photo. Results Games Background Interest in games. There was an overall greater interest in mobile and social games (M = 3.48, SD = 1.08) than in console games (M = 2.93, SD = 1.39), with 39% (n = 65) of participants agreeing or strongly agreeing that they are interested in console games, compared to 63% (n = 104) agreement or strong agreement for the same question about mobile and/or social games. A paired samples t-test revealed that the interest level difference between the two categories of games was significant, t(166) = 4.99, p < .001. Independent sample t-tests revealed significant gender difference in interest in console games, with males (M = 3.96, SD = 1.25) expressing a greater interest in console games than did females (M = 2.51, SD = 1.22), t(165) = 6.87, p < 0.001, but no significant gender difference in interest in casual games, t(165) = 0.16, p = .874. Gameplay experience. Paired samples t-tests revealed significant differences in console gaming and casual gaming frequency among participants, in favor of console gaming (M = 3.21, SD = 1.28) over casual gaming (M = 2.44, SD = 1.10) when they were younger, t(165) = 6.38, p < .001, and in favor of casual gaming (M = 2.92, SD = 1.15) over console gaming (M = 2.28, SD = 1.14) at the present, t(165) = 5.71, p < .001. Paired samples t-tests also showed that participants play casual games significantly more often now, t(164) = 4.38, p < .001, and played console games significantly more often when they were younger, t(166) = 11.782 p < .001. Males (M = 3.21, SD = 1.22) indicated playing console games more often than females (M = 1.90, SD = .867). Independent sample t-tests revealed significant differences between males and females; in current console gaming frequency, t(67.024) = 6.78, p < .001, and past console BREAKING THE CYCLE 26 gaming frequency, t(119.064) = 6.86, p < .001, but no significant differences in current or past casual gaming frequency. Interest in game development. Overall, interest in development was low, for both casual games (M = 2.32, SD = 1.15) and console games (M = 1.98, SD = 1.01), and interest in development was significantly lower than interest in the game types themselves for both casual games, t(166) = 11.71, p < .001, and console games, t(166) = 10.24, p < .001. Interest in casual game development was significantly higher than interest in console game development, t(166) = 4.67, p < .001. There was a significant gender difference in interest in console game development, t(70.862) = 3.47, p = .001), with males (M = 2.44, SD = 1.15) indicating greater interest than did females (M = 1.80, SD = .889). There was also a significant gender difference in interest in casual game development, t(165) = 3.33, p = .001, with males (M = 2.77, SD = 1.207) once again displaying greater interest than did females (M = 2.13, SD = 1.081). The mean score for participants’ opinion of game developers was 3.64 (SD = 0.73), and a one-sample t-test indicated this to be significantly positive, t(164) = 11.28, p < .001 – however, although both were positive, an independent samples t-test indicated a significant difference between males (M BREAKING THE CYCLE 27 Table 1. Interest in Type of Class, One Sample Test t Game design Game business Game criticism Intro to games Game writing Game art -3.159 -.360 -2.510 .544 -6.313 -4.419 df 166 166 166 166 166 165 Test Value = 3 Sig. (2Mean tailed) Difference .002 .719 .013 .587 .000 .000 -.299 -.036 -.234 .054 -.581 -.398 95% Confidence Interval of the Difference Lower Upper -.49 -.11 -.23 .16 -.42 -.05 -.14 .25 -.76 -.40 -.58 -.22 = 3.96, SD = .721) and females (M = 3.51, SD = .689) in opinion of game developers, t(163) = 3.73, p < .001. Interest in video game courses. One sample t-tests showed significantly negative interest in non role model associated (nRMA) design, criticism, writing, and art classes, as shown in Table 1. Males showed greater interest in all types of courses as shown in Table 2, and independent sample t-tests revealed these differences to be significant – design, t(165) = 4.15, p < .001; business, t(165) = 5.59, p < .001; criticism, t(165) = 4.05, p < .001; intro, t(165) = 3.80, p < .001; writing, t(72.114) = 3.82, p < .001; art, t(164) = 2.84, p = .005. Mean interest in video game business classes (M = 2.96, SD = 1.29) and introductory video game classes (M = 3.05, SD = 1.28) were the highest, both in total and for each gender separately. Experimental Section Interest in on-campus presentation. Independent sample t-tests revealed significant gender differences in interest in a role model associated presentation, t(108.646) = 3.740, p < .001, with males (M = 3.75, SD = 0.812) indicating greater interest in the presentation than did females (M = 3.19, SD = 1.017). Overall mean interest in the role model associated presentation BREAKING THE CYCLE Table 2. Interest in Type of Class, By Gender Gender Game design Game business Game criticism Intro to games Game writing Game art Male Female Male Female Male Female Male Female Male Female Male Female 28 N 48 119 48 119 48 119 48 119 48 119 47 119 Mean 3.29 2.46 3.77 2.64 3.33 2.54 3.63 2.82 3.00 2.18 3.00 2.45 Std. Std. Error Deviation Mean 1.22 .176 1.15 .105 1.21 .174 1.18 .108 1.23 .177 1.12 .103 1.18 .170 1.25 .115 1.32 .191 1.05 .096 1.25 .182 1.09 .100 (M = 3.35, SD = .993) was found to be significantly greater than the neutral value of 3, t(164) = 4.55, p < .001, as was females’ interest in particular, t(116) = 2.00, p = .048. Two-way ANOVAs revealed no significant Academic Background or Industry Background effects or interaction (all p > .05). Interest in YouTube video. Independent sample t-tests revealed significant gender differences in interest in a role model associated YouTube video, t(165) = 2.025, p = 0.044, with males (M = 3.54, SD = 0.967) indicating greater interest in the video than did females (M = 3.20, SD = 0.988). Overall mean interest in the role model associated YouTube video (M = 3.30, SD = .991) was found to be significantly greater than the neutral value of 3, t(166) = 3.90, p < .001, as was females’ interest in particular, t(118) = 2.23, p = .028. Two-way ANOVAs revealed no significant Industry Background or Academic Background effects or interaction (all p > .05). Paired sample t-tests showed no significant difference between mean interest in the on-campus BREAKING THE CYCLE 29 Table 3. Interest in Type of Class, nRMA vs RMA Mean Pair 1 Pair 2 Pair 3 Pair 4 Pair 5 Pair 6 nRMA Game Design RMA Game Design nRMA Game Business RMA Game Business nRMA Game Criticism RMA Game Criticism nRMA Intro to Games RMA Intro to Games nRMA Game Writing RMA Game Writing nRMA Game Art RMA Game Art 2.70 2.87 2.96 3.16 2.77 2.90 3.05 3.22 2.42 2.62 2.60 2.77 N Std. Deviation 167 167 167 167 167 167 167 167 166 166 166 166 1.23 1.07 1.29 1.18 1.20 1.09 1.28 1.09 1.19 1.09 1.16 1.10 Std. Error Mean .095 .083 .100 .091 .093 .084 .099 .085 .093 .085 .090 .085 presentation (M = 3.35, SD = .993) and mean interest in the Youtube video (M = 3.30, SD = .996). Role model effect on interest in video game coursework. For all types of courses, there was greater interest in role model associated (RMA) courses than in their nRMA counterparts, as shown in Table 3, and paired-sample t-tests revealed the difference to be significant in all cases, as shown in Table 4. One sample t-tests showed participants did not indicate significantly negative interest in RMA design and RMA criticism classes (both p > .05), unlike in their nRMA counterparts, while participants showed positive interest approaching significance in RMA business classes, t(166) = 1.70, p = .09, and significant positive interest in RMA introductory classes, t(166) = 2.55, p = .012. Effects. To calculate Academic Background, Industry Background, and gender effects on the effects of the role model profile, participants were assigned an “interest change” value for each type of video game class, calculated by subtracting interest in an RMA class type (Q14) BREAKING THE CYCLE Table 4. Paired Samples Test Between Interest in Non-RMA and RMA Classes Paired Differences t M SD SEM 95% Confidence Interval of the Difference Lower Upper nRMA Design Pair – RMA -.168 .758 .059 -.283 -.052 -2.860 1 Design nRMA Pair Business – -.192 .956 .074 -.338 -.045 -2.589 2 RMA Business nRMA Pair Criticism – -.132 .811 .063 -.256 -.008 -2.100 3 RMA Criticism Pair nRMA Intro – -.162 .845 .065 -.291 -.033 -2.471 4 RMA Intro nRMA Pair Writing – -.199 .854 .066 -.330 -.068 -2.998 5 RMA Writing Pair nRMA Art – -.163 .796 .062 -.285 -.041 -2.632 6 RMA Art 30 df Sig. (2tailed) 166 .005 166 .010 166 .037 166 .014 165 .003 165 .009 from the baseline indicated interest in its nRMA counterpart (Q8); for example, the game business interest change value would be baseline nRMA game business class interest minus the RMA game business class interest. For the resulting interest change value, higher scores represented a greater positive change after reading the role model profile and lower scores represented greater negative change after reading the role model profile. Academic Background and Industry Background effects. Two-way ANOVAs revealed an approaching-significance interaction between Industry Background and Academic Background, BREAKING THE CYCLE Table 5. Two-way ANOVA Dependent Variable: Change in Intro to Games Class Interest Source Type III Sum of df Mean Square Squares Corrected Model 7.042a 3 2.347 Intercept 4.415 1 4.415 Academic 2.688 1 2.688 Background Industry Background 1.647 1 1.647 Academic Background * 2.688 1 2.688 Industry Background Error 111.592 163 .685 Total 123.000 167 Corrected Total 118.635 166 a. R Squared = .059 (Adjusted R Squared = .042) 31 F Sig. 3.429 6.449 .019 .012 3.927 .049 2.405 .123 3.927 .049 F(1, 163) = 2.79, p = .097, on design class interest change. An independent sample t-test showed the Industry Background effect on design class interest change to be significant when Academic Background was Dissimilar, t(74.29) = 2.49, p = .015. An interaction between Industry Background and Academic Background approaching significance was also present in the case of business class interest change, F(1, 163) = 3.22, p = .074. An independent sample t-test showed the Industry Background effect on design class interest change to be significant when Academic Background was Dissimilar, t(65.49) = 2.09, p = .04. There was a significant main effect of Academic Background on introductory class interest change, F(1, 163) = 3.93, p = .049, and a significant interaction between Industry Background and Academic Background on the value as well, F(1, 163) = 3.93, p = .049, as shown in Table 5; an independent sample T-test showed that the Academic Background effect was significant when Industry Background was Core, t(81) = 3.16, p = .002, and that the Industry BREAKING THE CYCLE 32 Background effect was significant when Academic Background was Dissimilar, t(61.469) = 2.27, p = .027. There was a significant interaction between Industry Background and Academic Background on game writing class interest change, F(1, 162) = 3.90, p = .05; an independent sample t-test showed that the Academic Background effect was significant when the Industry Background was Core, t(81) = 2.41, p = .018, and that the Industry Background effect was significant when Academic Background was Dissimilar, t(81) = 2.37, p = .02. There was a significant main effect of Academic Background on game art class interest change, F(1, 162) = 4.46, p = .036, and an interaction approaching significance between Industry Background and Academic Background on game art class interest change, F(1, 162) = 2.95, p = .088. An independent sample t-test showed the Industry Background effect on design class interest change to be significant when Academic Background was Dissimilar, t(74.29) = 2.49, p = .015. There was no significant effect of Academic Background or Industry Background or interaction on criticism class interest change (all p > .05). Gender effects. Females showed greater interest change than males in most class types, as shown in Table 6. Independent sample T-tests revealed several gender effects on the interest change values. Females (M = .23, SD = .818) exhibited greater design class interest change than did males (M = .02, SD = .565), with the gender effect approaching significance, t(124.631) = 1.86, p = .065. The gender effect was also significant in the case of business class interest change, t(113.828) = 3.55, p = .001; interest change among females (M = 0.34, SD = .994) was even greater for business classes than for design classes, while males (M = -0.17, SD = 0.753) actually exhibited lowered interested in business classes when role model associated. Change in BREAKING THE CYCLE 33 Table 6. Interest Change, By Class Type, Between nRMA and RMA classes Please indicate your N Mean Std. Deviation gender. Male 48 .02 .57 Design Female 119 .23 .82 Male 48 -.17 .75 Business Female 119 .34 .99 Male 48 .02 .81 Criticism Female 119 .18 .81 Male 48 -.06 .78 Intro Female 119 .25 .86 Male 48 .06 .93 Writing Female 118 .25 .82 Male 47 .17 .82 Art Female 119 .16 .79 Std. Error Mean .081 .075 .109 .091 .117 .074 .113 .078 .135 .075 .119 .073 interest in introductory classes also exhibited significant gender effects, t(94.482) = 2.29, p = .024, with females (M = 0.25, SD = 0.818) displaying positive change in interest when the class was role model associated, while males (M = -0.06, SD = .932) displayed slightly lowered interest in the role model associated introductory games class. Discussion Summary Interest in games. Participants displayed significantly greater interest in mobile and social games than in console games, with a gender difference present in console game interest but not present in social and mobile game interest. Participants indicated greater interest in console games when younger, but greater interest in social and mobile games now. Gender differences were present in past and current console gaming frequency but not in past and current social and mobile gaming frequency. BREAKING THE CYCLE 34 Interest in game development. Interest in development was low for both console and social and mobile games, with significant gender differences present in interest in development of both types of games. Despite both scoring fairly low, interest in social and mobile game development was significantly higher than interest in console game development. While overall opinion of game developers was positive, men displayed a significantly more positive opinion of game developers. Course interest. When courses were not tied to the fictional instructor role model, participants indicated significant negative interest in design, criticism, writing, and art courses, and greatest interest in business and introductory courses. Role model effects on course interest. Once courses were tied to the role model, participants no longer indicated significant negative interest in design and criticism courses, significant positive interest in introductory courses, and almost significantly positive interest in business courses, regardless of experimental condition, giving support to H4: Students will show greater interest in game-related classes when courses are tied with the role model. That female students showed significantly increased interest in all types of game-related courses once they were role model associated, regardless of experimental condition, supports the positive effects of counterstereotypical role models as alluded to by Cheryan et al. (2011) and Cheryan et al. (2013), but, combined with the fact that men displayed a significantly more positive opinion of game developers than did women, it also hints at the greater influence of the ‘nerd’ stereotype on women. Role model industry background had significant effect on design, business, intro, and writing class interest change when role model academic background was dissimilar, giving support to H1: Students will display greater interest in engaging with the game developer role BREAKING THE CYCLE 35 model who develops casual games, as was suggested by women’s greater interest in casual games (Casual Games Association, 2007). There was a significant effect of role model academic background on introductory class interest change and art class interest change, partially supporting H2: Students will show greater interest in engaging with role model from the same academic background as them. Video and presentation interest. There was no significant difference between interest in the YouTube video and interest in an on-campus presentation. This is contrary to H3: Students will show greater interest in engaging with the game developer role model in a non-classroom, in-person environment than in watching a video about the role model. However, both the video and the on-campus presentation received significantly positive interest. Practical Implications The significant gender difference in interest in consoles games and the lack of such a difference in interest in casual games suggests that additional emphasis on the mobile and social game development aspects of academic programs may prove fruitful. This means not only emphasizing mobile and social game related courses, but also making it as clear as possible how concepts learned in fundamental design and development courses, even if not directly pertaining to social and mobile games, relate and apply to the development of social and mobile games at large. Also particularly interesting were the numerous interactions and the fact that role model industry background had significant effect on design, business, intro, and writing class interest change when role model academic background was dissimilar. Given the impracticality of trying to match academic background for every niche of potential students, this further highlights the need to emphasize the mobile and social game development experience of instructors when BREAKING THE CYCLE 36 attempting to appeal to broader audiences. That game business and intro to games classes had the highest mean interest also suggests that these types of courses may be effective as ‘gateway’ courses through which students can be exposed to the various subfields of game development. The overall positive effect of the counterstereotypical role model in the survey also suggests that greater exposure of and outreach efforts by counterstereotypical role models from within the industry and games education programs themselves may be effective in increasing female students’ interest in game development and game development education. Such role models, whether they are students or faculty, could lead on-campus events and be featured in YouTube videos about their work, especially as participants indicated significant positive interest in both an on-campus presentation led by and a YouTube video about the counterstereotypic role model in the survey. Limitations In the first section of the survey, the study asks participants to indicate their interest in the different types of game related courses by asking, “I would consider taking a…” In the experimental section, participants are asked to indicate their interest in the different types of game related courses when taught by the role model by asking, “I would be interested in taking a…” Although both questions ultimately measure interest, syntax could have been carried through more consistently in the two questions measuring interest in the various types of game related courses to ensure maximum accuracy in measuring interest change. Furthermore, as students were able to take their survey whenever they chose to on their computer, participants could easily have chosen to verify the authenticity of the “Annika” instructor role model profile in an online search. As the role model is completely fictional, no results would appear in such a situation, influencing the participant’s response to the survey BREAKING THE CYCLE 37 questions in the experimental section. Future studies of similar types would be best served performing the survey in quick, in-person situations where prolonged interaction to perform a search regarding would be inconvenient, e.g. “street” surveys with responses collected through computer tablets. Suggestions for Future Research With the mode ages being 20 and 21, the majority of participants spent their adolescence during the popularization of smartphones. With the smartphone market only expected to continue growing in the years to come (IDC, 2013), it can only be expected that casual gaming will continue to gain in popularity, and, as such, that the influence of social and mobile games in attracting a less traditionally stereotypic crowd to game development will only increase. Hence, it will be interesting to measure the societal perception of gaming and the gamer stereotype overtime as the player pool gradually changes. Will the words ‘gaming’ and ‘gamer’ eventually be more strongly tied in the public mind to smartphones, social media, and casual gaming than to traditional consoles, Mario, and Call of Duty? A potential area for future research in the realm of education specifically is investigating what barriers exist against greater student enrollment in game design courses. Short of interest in these classes, are students aware of game related classes at their institution to begin with? Are students sufficiently informed about the availability of game related classes? Through what channels – departmental listservs, fliers in department offices, fliers in classes, etc. – would they most prefer to receive information regarding game related classes? Furthermore, how can the preference for instructors with a casual game development background be exploited to attract more women to computer science? Can introductory computer sciences be offered specifically designed to emphasize practical applications of various computer BREAKING THE CYCLE 38 science concepts in social and mobile gaming? Would such courses, properly promoted, have a significantly different gender ratio in enrollees from regular introductory computer science classes? Lastly, gender diversity is but just a single form of diversity, and future studies should search for best methods to increase other forms of diversity in games academia and gaming culture as well. Research should be performed to investigate the best ways to increase socioeconomic diversity and diversity in sexual orientation in game development programs and game design culture. Conclusion Social and mobile games could be the key to attracting more women to games and game development. At a cultural level, more ‘traditional’ gamers and gaming culture must be willing to embrace and take into its fold a newer generation of players interested in different experiences – a less competitive, more social gamer. In the guise of countless, aimless rounds of Draw Something and Words with Friends, FarmVille and Temple Run, the world is more at play than ever before without even thinking about it, without recognizing the same ludic-hedonic-theatric gene that ties together all games, without seeing that in their play of what they consider to be totally different from Call of Duty or Assassin’s Creed, they still help fuel the exchange, refinement, and evolution of design concepts that form the very core of evolving game design. As training hubs for the next generation of game developers, academic game development programs have a unique ability to influence the future of the game industry commercially and culturally, by consciously making decisions in a way that no purely market driven entity could. Properly utilized, the findings of this study could help game development programs around the globe better structure their advertising materials, course content, and BREAKING THE CYCLE 39 curricula to appeal to aspiring game creators beyond the almost-cliché demographic of technically-oriented males, as a step toward not just gender diversity but greater diversity of all kinds. And in doing so, perhaps these programs can help unlock the gates to worlds beyond the war-torn brown-gray expanses of today’s military blockbusters to something more, to worlds and experiences that are no longer solely strategic, tactical, and competitive, but connective, evocative, and touching. 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Staff Report, Federal Reserve Bank of New York. BREAKING THE CYCLE 50 Appendix A: Survey Notes in italics were not visible to participants. Common Questions (Displayed to all participants) Q1 I am interested in console games (games for Playstation 3/Playstation 4, Xbox 360/Xbox One, Wii/Wii U). Strongly disagree Disagree Neither Agree nor Disagree Agree Strongly Agree Q2 I am interested in mobile and/or social games (games on iOS, Android, Windows Phone, Blackberry, Facebook). Strongly Disagree Disagree Neither Agree nor Disagree Agree Strongly Agree Q3 I play... Never Rarely Sometimes Often All of the Time Console games (games for Playstation 3/Playstation 4, Xbox 360/Xbox One, Wii/Wii U) Mobile and/or social games (games on iOS, Android, Windows Phone, Blackberry, Facebook). BREAKING THE CYCLE 51 Q4 When I was younger, I would play... Never Rarely Sometimes Often All of the Time Console games (games for Playstation 3/Playstation 4, Xbox 360/Xbox One, Wii/Wii U) Mobile and/or social games (games on iOS, Android, Windows Phone, Blackberry, Facebook). Q5 I am interested in making console games (games for Playstation 3/Playstation 4, Xbox 360/Xbox One, Wii/Wii U). Strongly Disagree Disagree Neither Agree nor Disagree Agree Strongly Agree Q6 I am interested in making mobile and/or social games (games on iOS, Android, Windows Phone, Blackberry, Facebook). Strongly Disagree Disagree Neither Agree nor Disagree Agree Strongly Agree BREAKING THE CYCLE 52 Q7 My opinion of game developers is: Very Negative Negative No Opinion Positive Very Positive Q8 I would consider taking a... Strongly Disagree Disagree Neither Agree nor Disagree Agree Strongly Agree Video game design class Video game business class Video game writing class Video game art class Video game criticism class Intro to video games class (introduction to/overview of video game culture, business, criticism) Q9 I would like to learn how my academic and/or professional interests could be applied to the video game industry. Strongly Disagree Disagree Neither Agree nor Disagree Agree Strongly Agree BREAKING THE CYCLE 53 Q10 I would take a class on video games if I knew how my academic and/or professional interests could be applied to the video game industry. Strongly Disagree Disagree Neither Agree nor Disagree Agree Strongly Agree Similar x Casual Group Q11 After finishing college with her bachelor’s degree in communication, Annika (pictured above) was hired to work for Zynga. Since then, her abilities have led her from one major company to another, and her credits list today includes several well-known games for Facebook and mobile OSes, such as the farming RPG Farmville and the puzzle game Candy Crush. Q12 After examining Annika's profile above, please answer the following questions: Q13 I would be interested in an on-campus presentation led by Annika about her work in the game industry. Strongly Disagree Disagree Neither Agree nor Disagree Agree Strongly Agree BREAKING THE CYCLE 54 Q14 If Annika taught it, I would be interested in taking a(n)... Strongly Disagree Neither Agree Disagree nor Disagree Agree Strongly Agree Video game design class Video game business class Video game criticism class Introductory video games class (broad overview of video game culture, business, and criticism) Video game writing class Video game art class Q15 I would be interested in a YouTube video about Annika and her work in the game industry. Strongly Disagree Disagree Neither Agree nor Disagree Agree Strongly Agree BREAKING THE CYCLE 55 Dissimilar x Casual Group Q11 After finishing college with her bachelor’s degree in liberal arts, Annika (pictured above) was hired to work for Zynga. Since then, her abilities have led her from one major company to another, and her credits list today includes several well-known games for Facebook and mobile OSes, such as the farming RPG Farmville and the puzzle game Candy Crush. Q12 After examining Annika's profile above, please answer the following questions: Q13 I would be interested in an on-campus presentation led by Annika about her work in the game industry. Strongly Disagree Disagree Neither Agree nor Disagree Agree Strongly Agree BREAKING THE CYCLE 56 Q14 If Annika taught it, I would be interested in taking a(n)... Strongly Disagree Neither Agree Disagree nor Disagree Agree Strongly Agree Video game design class Video game business class Video game criticism class Introductory video games class (broad overview of video game culture, business, and criticism) Video game writing class Video game art class Q15 I would be interested in a YouTube video about Annika and her work in the game industry. Strongly Disagree Disagree Neither Agree nor Disagree Agree Strongly Agree BREAKING THE CYCLE 57 Similar x Core Group Q11 After finishing college with her bachelor’s degree in communication, Annika (pictured above) was hired to work for Activision. Since then, her abilities have led her from one major company to another, and her credits list today includes several well-known games for Xbox 360 and Playstation 3, such as the first-person shooter Call of Duty 4: Modern Warfare and the action-adventure game Assassin’s Creed III. Q12 After examining Annika's profile above, please answer the following questions: Q13 I would be interested in an on-campus presentation led by Annika about her work in the game industry. Strongly Disagree Disagree Neither Agree nor Disagree Agree Strongly Agree BREAKING THE CYCLE 58 Q14 If Annika taught it, I would be interested in taking a(n)... Strongly Disagree Neither Agree Disagree nor Disagree Agree Strongly Agree Video game design class Video game business class Video game criticism class Introductory video games class (broad overview of video game culture, business, and criticism) Video game writing class Video game art class Q15 I would be interested in a YouTube video about Annika and her work in the game industry. Strongly Disagree Disagree Neither Agree nor Disagree Agree Strongly Agree BREAKING THE CYCLE 59 Dissimilar x Core Group Q11 After finishing college with her bachelor’s degree in liberal arts, Annika (pictured above) was hired to work for Activision. Since then, her abilities have led her from one major company to another, and her credits list today includes several well-known games for Xbox 360 and Playstation 3, such as the first-person shooter Call of Duty 4: Modern Warfare and the action-adventure game Assassin’s Creed III. Q12 After examining Annika's profile above, please answer the following questions: Q13 I would be interested in an on-campus presentation led by Annika about her work in the game industry. Strongly Disagree Disagree Neither Agree nor Disagree Agree Strongly Agree BREAKING THE CYCLE 60 Q14 If Annika taught it, I would be interested in taking a(n)... Strongly Disagree Neither Agree Disagree nor Disagree Agree Strongly Agree Video game design class Video game business class Video game criticism class Introductory video games class (broad overview of video game culture, business, and criticism) Video game writing class Video game art class Q15 I would be interested in a YouTube video about Annika and her work in the game industry. Strongly Disagree Disagree Neither Agree nor Disagree Agree Strongly Agree BREAKING THE CYCLE Demographic Information Q16 Please indicate your gender. Male Female Other Prefer not to indicate. Q17 Please indicate your age. 18 19 20 21 22 23 24 25 or above 61