My Photo

Or Our First Book...

Blogs of the Round Table

Blog powered by TypePad

« File Sharing | Main | Civil Disobedience (2): Gandhi »

TrackBack

TrackBack URL for this entry:
http://www.typepad.com/services/trackback/6a00d83452030269e200e54fa034aa8833

Listed below are links to weblogs that reference The New Gender Agenda:

» Making Games For Everyone from Kotaku
I really like the Blogs of the Round Table, since they frequently have some interesting musings on a variety of hot button issues and it's a nice way to check out some smaller blogs that are usually off the... [Read More]

Comments

More amazing & interesting stuff! You're really on an inspired roll right now as far as I am concerned! :D

I suppose if you look from even farther away, then a lot of our society is still quite sexist, or at least, extremely gendered - and the video games industry is just a particularly strong example of this. But it can be observed in almost all entertainment mediums still.

I can back you completely on the difference in graphics issue between Xbox 360 and Xbox. A number of casual friends commented to me that they didn't think my new 360's graphics looked much different - at least until they re-played an Xbox game.

A lot of the current marketplace practices expose what happens when you let prejuidice make business decisions. As far as I'm concerned, if I was involved in the business I would be more than happy to take a woman's money just as quickly as a man's.

By continually excluding this demographic there is an artificial limit placed on profits. Women may not have games as high a priority on their lists of things to buy, but with so much of the product line marketed to men it's not hard to blame them. Give them more reasons to browse the video game aisle and I think we'd see a shift in their buying choices.

Even so, buying choices is a different topic. By not marketing to women and by including gaming content that is pure male fantasy, game companies are essentially showing a disinterest in female gaming dollars.

I'm not as involved in the business side of things as I used to be, but I do know that when we did sales we could care less about your ethnicity, gender, or political beliefs. If you've got money you want to spend it on our services, we'll gladly take it. I have yet to understand this apparent allergy to money from certain segments of society that business people still have.

I found it interesting reading the Escapist the other day -- there were two references that seemed jarring:

[Nintendo slimlines its handhelds:] "Whatever the reason, at least we, the gamers, wind up with a hot electronic babe on our fingertips - eventually."

[If your Xbox 360 breaks multiple times] "The company should hire the Dead or Alive girls to play strip Halo with you for a weekend."

Nothing I consider offensive, per se, but an emphasis on the male-based assumptions made throughout the industry... and for some reason, they bothered me this time.

Trevel, I noticed those lines as well the other day and thought about the Game Developer ad that Corvus mentioned in his Round Table post. It's strange that you would read them in The Escapist since it had a female editor for a long time, and there was quite a lot of talk around the gender issue, if I remember correctly.

***Given all these problems, what is the solution? The only way forward seems to be the one I have already mentioned: hire more women to work in development, publishing and marketing.***

I feel that there is a large leap in deciding what "the only way forward" seems to be based on what the article said. I wrote a blog post a couple of years ago that talks about suggestions on how to make games more universal and therefore more appealing to females as well as males.

The talk I went to see was by Sheri Pocilujko on the topic of Female Friendly Gaming: http://www.igda.org/chicago/20030923.shtml

My analysis of my notes from that talk (much more meatier than the meeting report above): http://gbgames.com/blog/?p=123

I haven't decided what I will write about for this Round Table yet, but one option is to possibly revisit this post. It's been two years since I wrote it, and a bit longer since the talk. I'm sure there must be some new developments on how to make games more universally appealing and accessible. B-)

dj i/o here again..

It's very strange that you mentioned a game based on "Pride and Prejudice". A while back, I found a parody of exactly that online. Here is the link (screenshot and all!)

http://www.phobe.com/austen.html

Thanks for the comments - and links - everyone... running short of time, so I'll have to be brief (although I am not very good at this!)

GB Games: "I feel that there is a large leap in deciding what 'the only way forward' seems to be based on what the article said."

I agree. Here's the additional commentary that I didn't include in this piece: we already have plenty of data on what to do to make games more female friendly; Sheri Grainer Ray's "Gender Inclusive Game Design" contains many valuable points, for instance. But can we make these changes push through in the industry as it stands? I'm not convinced we can. Thus I turn to employing more women as a means towards achieving more general goals.

But perhaps I shouldn't have trimmed the discussion of things that could be done to improve the situation; there are steps we can take to make games more gender inclusive, and in principle paying attention to these points would be another way forward.

Originally, I was going to focus on this. Later, I brushed this under the carpet for brevity - thanks for forcing it out again. :)

dj i/o: thanks for this link! It's not quite what *I* had in mind for such a game, but it's a good chuckle all the same. :)

Thanks again!

I come from the general marketing to women realm, and have no direct experience with gaming, BUT - I so concur with your thoughts on marketing, needing: "a new era of mature game design practices, ... In such a game industry, games need not be thought of as being for male or female players, but rather designed reflecting wider concerns with significant benefits for players of both genders."

In my view, marketing to women 2.5 is dropping the reference to women, but marketing to the highest customer standards - and so "reflecting wider concerns" of your core consumers. I wrote a recent post about making M2W obsolete... http://blog.learnedonwomen.com/learned_on_women/2007/12/making-marketin.html

It's great to see folks in the very male-oriented gaming industry pondering these things.

Andrea: thanks for dropping by! I don't suppose you want to come and work in games? We desperately need people like you in our marketing departments! :)

I find this issue a tad bit outdated, since the advent of casual gaming has shifted the focus from teenage boys to middle-aged women. At least that's what everyone researching the casual game market (which is supposedly far larger than the core gamer market) keeps touting.

While the big console games are still pretty much concentrating on the traditional gamer market, the publishers are now gradually beginning to notice the casual market, which often seems to mean cheaper (almost exclusively bought online) games with smaller budgets and a wider market penetration. I guess Diner Dash and Bejeweled could be seen as the epitomes of this approach. They make big bucks with relatively small money and now more and more people want to get a slice of that cake.

The problem with the wider audiences seems to be, however, that they're not as keen on buying new games as the core gamers are. The conversion rates are really low, since the new target audience satisfies their gaming need entirely with a copy of spider solitaire , a few rounds of free Diner Dash online or with the Sims.

To the competitive players it is important to finish the game, which makes them hungry for more afterwards. To casual gamers, it is enough to play the game, so they are more concerned about the replayability of a game and seldom hunger for new experiences - which means they don't need to buy more games.

So, in my opinion, this means that the most profitable 'gender inclusive' games would be subscription based online games. They'd have to offer some value in addition to traditional single player games, which would be in the form of various social features as opposed to traditional PvP combat and high score lists. Digital Chocolate is already doing something like this with their DChoc Cafe franchise and I think they're doing quite well with it.

My view is probably a bit biased toward the casual gaming, since I come from the mobile game development where casual is the big thing and hardcore is the niche, but I still think the focus is slowly shifting away from the 'teen boy' games to more accessible and casual games.

As an end note, it seems I really managed to write off quite many paragraphs about casual gaming without mentioning the Wii even once. Scary.

How "casual" are you if you are willing to pay thousands of dollars for a game machine and then hundreds of dollars a year for games for it? I'd say not casual at all. But if you don't, then you are not a gamer. And that is why it doesn't pay to make games for casual gamers. It might be that there are more "casual gamers" than "hardcore gamers", but the casual gamers play games bought by hardcore gamers on machines bought by hardcore gamers, so for game selling purposes they are just an extension of the hardcore gamers. If you want to change that, find a way to make consoles that can be sold profitably at $10 a piece (including all the games that are ever played on them).

Or give it up. Flash based games that are free on the internet and don't require effort to buy and install are just as good as anything you could put on a console, unless you are into graphics, speed, long games or some other hardcore stuff.

Arto: "I find this issue a tad bit outdated, since the advent of casual gaming has shifted the focus from teenage boys to middle-aged women. At least that's what everyone researching the casual game market (which is supposedly far larger than the core gamer market) keeps touting."

It's true - there are more players in the casual market, and this market is dominated by women. But what proportion of games industry revenues is from the casual sector and which from the hobbyist sector?

In fact, Casual gaming is worth about $2 billion, while videogames as a whole is worth about $36 billion. It's just a small slice of the pie, but a significant one.

But I'm pleased to say that the publishers are starting to learn from Casual games, and I hope we may yet see an exciting middle ground of games that bring the engaging virtual worlds of the core market out to a more casual audience.

hej: the Wii and DS show it is possible to successfully reach out to a mass market audience with a games console, but of course, the games that make the transition are very different from what sells to the hardcore audience. Nothing is going to kill the hardcore market - but there are new markets on the fringes which are just opening up, and it's exciting to see how they will develop.

Thanks for the comments!

I like your observation about how games are marketed towards the addictive properties of fiero. Putting it that way almost makes us sound like the tobacco industry. Or, like Jon Blow recently noted - the fast food industry.

But this note especially interests me because of the recent Jade Raymond scandal with the offensive comic created about her. I've noticed a large surge of posts around as of late around the topic of women in game development, in response to the scandal.
And that's why your observation about fiero is interesting to me, because that very same agressive spirit is what likely drove most of the negativity and hate directed towards Raymond by gamers online.

So the game industry's pandering to fiero is indeed a problem in getting women into games. It not just doesn't appeal to women as much --the same aggression is making gamers push women out.

Brian: thanks for this comment, and please accept my apologies for the bizarre way TypePad treated this comment as if it was Spam. I'm scolded them thoroughly. :)

Brian, tying the designers' focus on fiero to the terrible treatment of Jade Raymond would be an interesting gender post in its own right.

Verify your Comment

Previewing your Comment

This is only a preview. Your comment has not yet been posted.

Working...
Your comment could not be posted. Error type:
Your comment has been posted. Post another comment

The letters and numbers you entered did not match the image. Please try again.

As a final step before posting your comment, enter the letters and numbers you see in the image below. This prevents automated programs from posting comments.

Having trouble reading this image? View an alternate.

Working...

Post a comment