1 / 20

Notes on Gender Inclusive Game Design

Learn how to design games that appeal to a diverse audience by understanding gender preferences and communication styles. Explore strategies to create inclusive gameplay and reward structures. Consider avatar selection and puzzle game design to engage female players effectively.

cindyherman
Download Presentation

Notes on Gender Inclusive Game Design

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Notes onGender Inclusive Game Design “Gender Inclusive Game Design: Expanding The Market”By Sheri Graner Ray

  2. 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

  3. Chapter 1: Females and Machines Women generally think of (and are pushed to think of) computers as being work-related 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

  4. 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

  5. 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

  6. 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

  7. Chapter 4: Stimulation & Entertainment ♀: tactile feedback good, too Dance Dance Revolution ‘Immersive’ arcade games – motorcycles, ‘snowboards’, etc CSS 290 7

  8. Chapter 4: Learning and Communications Styles in Computer Game Development ♂: excel at targeting movingtargets in an unclutteredfield ♀: excel at targeting stationarytargets in a clutteredfield CSS 290 8

  9. 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

  10. Chapter 4: Learning and Communications Styles in Computer Game Development COMMUNICATION STYLES: ♂: Typically more overtly dominant ♀: Typically more overtly empathetic CSS 290 10

  11. 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

  12. 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

  13. 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

  14. 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

  15. 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

  16. 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

  17. Chapter 9: Online/Wireless Games Online games tend to be more flexible/open-ended (as opposed to ‘pipe’ style games) CSS 290 17

  18. 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

  19. Summary: Things to Think About When Designing Women-Friendly Games Allow for confrontational and non-confrontational 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

  20. 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

More Related