Girl gamer
   HOME

TheInfoList



OR:

The relationship between women and video games has received extensive academic and media attention. Since the 1990s, female gamers have commonly been regarded as a minority. However, industry surveys have shown that over time, the gender ratio has become closer to equal. Beginning mainly in the 2010s, women have been found to make up around half of all gamers. The gender ratio differs significantly between game genres, and women are highly underrepresented in genres such as
first-person shooter First-person shooter (FPS) is a sub-genre of shooter video games centered on gun and other weapon-based combat in a first-person perspective, with the player experiencing the action through the eyes of the protagonist and controlling the p ...
s and
grand strategy Grand strategy or high strategy is a state's strategy of how means can be used to advance and achieve national interests. Issues of grand strategy typically include the choice of primary versus secondary theaters in war, distribution of resource ...
games.
Sexism in video gaming Sexism in video gaming is prejudiced behavior or discrimination based on sex or gender as experienced by people who play and create video games, primarily women. This may manifest as sexual harassment or in the way genders are represented in g ...
, including sexual harassment, as well as underrepresentation of women as characters in games, is an increasing topic of discussion in
video game culture Video game culture is a worldwide new media subculture formed by video gamers. As video games have exponentially increased in popularity over time, they have had a significant influence on popular culture. Video game culture has also evolved with ...
. Advocates for increasing the number of female gamers stress the problems attending disenfranchisement of women from one of the fastest-growing cultural realms as well as the largely untapped nature of the female gamer market. Efforts to include greater female participation in the medium have addressed the problems of gendered advertising, social stereotyping, and the lack of female video game creators (coders, developers, producers, etc.). The terms "girl gamer" or "gamer girl" have been used as a reappropriated term for female players to describe themselves, but it has also been criticized as counterproductive or offensive.


Demographics of female players

Female participation in gaming is increasing. According to an
Entertainment Software Association The Entertainment Software Association (ESA) is the trade association of the video game industry in the United States. It was formed in April 1994 as the Interactive Digital Software Association (IDSA) and renamed on July 21, 2003. It is based in ...
survey, women players in the United States increased from 40% in 2010 to 48% in 2014. Today, despite the dominant perception that most gamers are men, the ratio of female to male gamers is rather balanced, mirroring the population at large. In 2008, a Pew Internet & American Life Project study found that among teens, 65% of men and 35% of women describe themselves as daily gamers. This trend was found to be stronger the younger the age group. The study found that while adult men are significantly more likely to play
console game A console game is a type of video game consisting of images and often sounds generated by a video game console, which are displayed on a television or similar audio-video system, and that can be manipulated by a player. This manipulation usually ...
s than adult women, on other platforms they are equally likely to play. But even in this area, the numbers are moving towards equality: in 2012, Nintendo reported that half of its users were women, and in 2015 another Pew study found that more American women (42%) than men (37%) owned video game consoles. In 2013, ''
Variety Variety may refer to: Arts and entertainment Entertainment formats * Variety (radio) * Variety show, in theater and television Films * ''Variety'' (1925 film), a German silent film directed by Ewald Andre Dupont * ''Variety'' (1935 film), ...
'' reported that female participation increased with age (61% of women and 57% of men aged 45 to 64 played games). A mid-2015 survey reported by UKIE indicates that 42% of UK gamers are female.


Data collection

In North America, national demographic surveys have been conducted yearly by the U.S.
Entertainment Software Association The Entertainment Software Association (ESA) is the trade association of the video game industry in the United States. It was formed in April 1994 as the Interactive Digital Software Association (IDSA) and renamed on July 21, 2003. It is based in ...
(ESA) since at least 1997, and the Canadian
Entertainment Software Association of Canada Entertainment Software Association of Canada (ESAC) is a not for profit trade association serving the business and public affairs needs of companies in Canada that develop, publish and distribute computer and video games for video game consoles, ...
(ESAC) since 2006. Other organizations including the Australian/New-Zealander
Interactive Games & Entertainment Association The Interactive Games and Entertainment Association (IGEA) is the industry association for computer and video games in Australia and New Zealand. The IGEA represents companies that are publishers, distributors and marketers of interactive enter ...
(IGEA) since 2005 collect and publish demographic data on their constituent populations on a semi-regular basis. In Europe, the regional
Interactive Software Federation of Europe The Interactive Software Federation of Europe (ISFE) is an independent federation, representing the interests of the video game industry in Europe to the main stakeholders: EU institutions, international organisations, academics, or the general p ...
(ISFE) and numerous smaller national groups like the Belgian Entertainment Association (BEA), the
Nederlandse Vereniging van Producenten en Importeurs van beeld- en geluidsdragers NVPI (Nederlandse Vereniging van Producenten en Importeurs van beeld - en geluidsdragers) ( en, The Dutch Association of Producers and Importers of image - and sound carriers) is the Dutch trade association of the entertainment industry. The NVPI ...
(NVPI), and the Association for UK Interactive Entertainment (UKIE) have also begun to collect data on female video gamers since 2012. One-off market research studies and culture surveys have been produced by a wide variety of other sources including some segments of the gaming press and other culture writers since the 1980s as well. Not only has the general female gaming population been tracked, but the spread of this population has been tracked over many facets of gaming. For more than 10 years, groups like the ESA and ESAC have gathered data on the gender of video game purchasers, the percentage of women gamers within certain age brackets, and the average number of years women gamers have been gaming. The ESAC in particular has gone into great depth reporting age-related segmentation of the market between both male and female gamers. Other statistics have been collected from time to time on a wide variety of facets influencing the video game market.


Survey data

ESAC-reported Canadian female to male gamer ratios
IDSA/ESA-reported USA female to male gamer ratios per platform


Historical prevalence

*The author of '' Pac-Man'',
Toru Iwatani is a Japanese video game designer who spent much of his career working for Namco. He is best known as the creator of the arcade game ''Pac-Man'' (1980). Early life Iwatani was born in the Meguro ward of Tokyo, Japan on January 25, 1955. While ...
, attempted to appeal to a wider audience—beyond the typical demographics of young boys and teenagers. His intention was to attract girls to arcades because he found there were very few games that were played by women at the time. ''
Electronic Games An electronic game is a game that uses electronics to create an interactive system with which a player can play. Video games are the most common form today, and for this reason the two terms are often used interchangeably. There are other common ...
'' reported in 1982 that it was "the first commercial videogame to involve large numbers of women"; the simple gameplay and lack of violence attracted many new players. Of the nine arcade games that ''How to Win Video Games'' (1982) discussed, ''Pac-Man'' was the only one with women as a majority of players. In response, the sequel ''
Ms. Pac-Man is a 1982 maze arcade game developed by General Computer Corporation and published by Midway. It is the first sequel to '' Pac-Man'' (1980) and the first entry in the series to not be made by Namco. Controlling the title character, Pac-Man's ...
'', launched in 1981, featured a female protagonist. **The success of ''Pac-Man'' led to more women pursuing video game development. *In May 1982, sociologist Sidney J. Kaplan reported the composition of
arcade video game An arcade video game takes player input from its controls, processes it through electrical or computerized components, and displays output to an electronic monitor or similar display. Most arcade video games are coin-operated, housed in an arc ...
players to be roughly 80% male and 20% female. *In a 1982 survey conducted by ''Electronic Games'', the demographics of female arcade players were broadly similar to their male counterparts. The median age for female arcade players was 26, with a quarter under 16, a quarter between 16–25, 42% between 26–40 and 8% over 40. * ''How to Win Video Games'' estimated that men were 95% of '' Defender'' and 90% of '' Omega Race'' players, while women were half the players of '' Centipede'', ''
Donkey Kong is a video game franchise created by Shigeru Miyamoto and owned by Nintendo. It follows the adventures of a gorilla named Donkey Kong (character), Donkey Kong and his clan of other Ape, apes and monkeys. The franchise primarily consists of plat ...
'', and three other games. *In 1983, researcher John W. Trinkaus published findings that there were 8 male players to every 3 female players in video game arcades. *In 1983, a
Coleco Coleco Industries, Inc. was an American company founded in 1932 by Maurice Greenberg as The Connecticut Leather Company. It was a successful toy company in the 1980s, mass-producing versions of Cabbage Patch Kids dolls and its video game conso ...
executive stated at the Boston Computer Society that the target audience for the new Adam home computer, based on its
ColecoVision ColecoVision is a second-generation home video-game console developed by Coleco and launched in North America in August 1982. It was released a year later in Europe by CBS Electronics as the CBS ColecoVision. The console offered a closer exp ...
console, was "boys age 8 to 16 and their fathers. We believe those are the two groups that really fuel computer purchases". When audience members booed, he added that the marketing strategy was based on consumer research. *In 1988, Epyx CEO David Shannon Morse stated that ''
California Games ''California Games'' is a 1987 sports video game originally released by Epyx for the Apple II and Commodore 64, and ported to other home computers and video game consoles. Branching from their '' Summer Games'' and '' Winter Games'' series, t ...
'' was the first game from his company to appeal equally to boys and girls during
playtesting A playtest is the process by which a game designer tests a new game for bugs and design flaws before releasing it to market. Playtests can be run "open", "closed", "beta", or otherwise, and are very common with board games, collectible card games, ...
. *In 1988, '' Playthings'' reported that among primary video game users, women represented 21% of all gamers. *In 1988, a study by Nintendo reported that 27% of
NES The Nintendo Entertainment System (NES) is an 8-bit third-generation home video game console produced by Nintendo. It was first released in Japan in 1983 as the commonly known as the The NES, a redesigned version, was released in American ...
players in the United States were female. *A 1993 self-reported survey by '' Computer Gaming World'' found that 7% of its readers were female. *In 1994, a survey by ''
Electronic Games An electronic game is a game that uses electronics to create an interactive system with which a player can play. Video games are the most common form today, and for this reason the two terms are often used interchangeably. There are other common ...
'' reported that, among American women gamers, the Sega Genesis was most popular, with 75% ownership, followed by the
SNES The Super Nintendo Entertainment System (SNES), commonly shortened to Super NES or Super Nintendo, is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in E ...
with 58.3% ownership, the
Game Boy The is an 8-bit fourth generation handheld game console developed and manufactured by Nintendo. It was first released in Japan on April 21, 1989, in North America later the same year, and in Europe in late 1990. It was designed by the same t ...
with 58%, and
MS-DOS MS-DOS ( ; acronym for Microsoft Disk Operating System, also known as Microsoft DOS) is an operating system for x86-based personal computers mostly developed by Microsoft. Collectively, MS-DOS, its rebranding as IBM PC DOS, and a few ope ...
with 50%. *In 1996, Mattel, Inc. released '' Barbie Fashion Designer'', selling over 600,000 copies. The game was considered an important step in advancing an interest in the design of games for women. *In 1998, ''
The Boston Globe ''The Boston Globe'' is an American daily newspaper founded and based in Boston, Massachusetts. The newspaper has won a total of 27 Pulitzer Prizes, and has a total circulation of close to 300,000 print and digital subscribers. ''The Boston Glob ...
'' stated that the video game market for young girls was "exploding" with titles such as '' The American Girls Premiere''. *In 2006, Nintendo reported that 44% of Nintendo DS owners were female, with the majority of ''
Nintendogs is a real-time pet simulation video game developed and published by Nintendo for the Nintendo DS handheld video game console. It was released in Japan, and was later released in: North America, Australia, New Zealand, Europe and other regions. ...
'' owners being female.


Self-identification as gamers

While 48% of women in the United States report having played a video game, only 6% identify as gamers, compared to 15% of men who identify as gamers as of 2015. This rises to 9% among women aged 18–29, compared to 33% of men in that age group. Half of female PC gamers in the U.S. consider themselves to be core or hardcore gamers. In 2012, an EEDAR survey found that nearly 60% of mobile gamers were women and that 63% of these female mobile gamers played online multiplayer mobile games. Connotations of "gamer" with sexism on the fringe of gaming culture has caused women to be less willing to adopt the label. "Girl gamers" or "gamer girls" is a label for women who regularly play games. While some critics have advocated use of the label as a reappropriated term, others have described the term as unhelpful, offensive, and even harmful or misleading. The word "girl", for example, has been seen as an inherently age-linked term that glosses over the difference between women over 30 and younger women. The term "girl gamer" rather than simply "gamer" has also been described as perpetuating the minority position of female gamers. For many critics uncomfortable with the term "girl gamer", its over-embracement may lead to the perpetuation of negative stereotypes of female gamers as oversexualized, casual, and sometimes defiant or confrontational. This in turn can result in poor game design. These critics submit that there is no single definition of a female gamer, and that women gamers are as diverse as any other group of people. A lack of role models for female gamersBrown, Janelle.
Girl Gamers: Sugar, Spice, Everything Profitable?
''.
Wired ''Wired'' (stylized as ''WIRED'') is a monthly American magazine, published in print and online editions, that focuses on how emerging technologies affect culture, the economy, and politics. Owned by Condé Nast, it is headquartered in San ...
. 19 November 1996.
contributes to a feeling that they should edit their femininity to maintain credibility as a gamer, and that they must fit into the caricatured role of the "girl gamer" to be accepted. Negative stereotyping of female video game players as "girl gamers often comes from male gamers who have been negatively stereotyped by the broader society. Social stigma against games has influenced some women to distance themselves from the term " gamer", even though they may play regularly. Parental influence has been theorized to perpetuate some of the stereotypes that female gamers face as boys are bought gifts like an Xbox while girls are bought girl-focused games like ''Barbie'' or educational games. Controversially, some critics such as
Simon Parkin Simon Parkin is an English writer. He is a contributing writer for ''The New Yorker,'' a critic for ''The Observer,'' and the author of three non-fiction books. His work has appeared in ''The New York Times'', the ''New Statesman'', ''1843'', and ...
have suggested that the term "gamer" is endemic to the stereotypical male audience and has become outmoded by the industry's changing demographics.


Genre preferences

There are differences between the
video game genre A video game genre is an informal classification of a video game based on how it is played rather than Computer graphics, visual or narrative elements. This is independent of setting (fiction), setting, unlike works of fiction that are expressed ...
s preferred, on average, by women and men. A 2017 report by the video game analytics company Quantic Foundry, based on surveys of about 270,000 gamers, found varying proportions of male and female players within different game genres. The study didn't attribute the cause of differences in percentages to gender alone, stating a correlation between games less played by women and features that discourage women, such as a lack of female protagonists, required communication with strangers online, or tendency to cause motion sickness. "For example, games on the bottom of the chart tend to not have female protagonists, tend to involve playing with strangers online, and tend to have a lot of rapid 3D movement which can lead to motion sickness (which women are more susceptible to). Low female gamer participation in certain genres may be a historical artifact of how motivations and presentation have been bundled together and marketed." The study also mentioned that, within the same genre, some specific games show a noticeably higher or lower percentage of women than other similar titles. A content analysis report of 571 games released between 1983 and 2014 with playable female characters touches on one of the possible reasons behind a lack of women in certain video game genres; women may choose to avoid certain genres depicting female characters in a negative light, such as oversexualization, in order not to become part of a "self-perpetuating cycle". The study reported the following proportions of male and female gamers with respect to specific genres: While male audiences prefer fast-paced, explosive action and combat, women tend to prefer in-game communication and interpersonal relationships (character development and plot dynamics). Women have also been shown to prefer role-playing video games to first-person shooters, and Thomas W. Malone of Stanford University found that girls preferred to play a Hangman video game over a darts simulation that boys enjoyed. In-game activities may also differ between the sexes in games with less linear plots such as the ''Grand Theft Auto'' series. Women are often characterized as preferring story-driven games or constructive games like ''
The Sims ''The Sims'' is a series of life simulation game, life simulation video games developed by Maxis and video game publisher, published by Electronic Arts. The franchise has sold nearly 200 million copies worldwide, and it is one of the best-selling ...
'' or ''
Civilization A civilization (or civilisation) is any complex society characterized by the development of a state, social stratification, urbanization, and symbolic systems of communication beyond natural spoken language (namely, a writing system). ...
'', but this is not universally true. In 2013, ''
Variety Variety may refer to: Arts and entertainment Entertainment formats * Variety (radio) * Variety show, in theater and television Films * ''Variety'' (1925 film), a German silent film directed by Ewald Andre Dupont * ''Variety'' (1935 film), ...
'' reported that 30% of women were playing more violent games. Of this 30%, 20% played '' Call of Duty'' and 15% played ''
Grand Theft Auto ''Grand Theft Auto'' (''GTA'') is a series of action-adventure games created by David Jones and Mike Dailly. Later titles were developed under the oversight of brothers Dan and Sam Houser, Leslie Benzies and Aaron Garbut. It is primarily d ...
''. There has been persistent female interest in action-adventure games and
MMORPGs A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game. As in role-playing games (RPGs), the player assumes the role of a character (o ...
like ''
World of Warcraft ''World of Warcraft'' (''WoW'') is a massively multiplayer online role-playing game (MMORPG) released in 2004 by Blizzard Entertainment. Set in the ''Warcraft'' fantasy universe, ''World of Warcraft'' takes place within the world of Azeroth ...
'' and ''
Second Life ''Second Life'' is an online multimedia platform that allows people to create an avatar for themselves and then interact with other users and user created content within a multi player online virtual world. Developed and owned by the San Fra ...
''. Compared to men, female MMORPG players tend to place more emphasis on socialization relative to achievement-oriented play. This emphasis on socialization extends beyond just the game itself: In a study published in the ''Journal of Communication'' in 2009, researchers found that 61% of female MMORPG players played with a romantic partner, compared to 24% of men. According to data collected by Quantic Foundry in 2016, the primary motivations why people play video games differ, on average, by gender. While men frequently want most to compete with others and destroy things, women often want most to complete challenges and immerse themselves in other worlds: While video games and advertising were initially gender-neutral, advertising began to narrow its focus to young boys as a target market following the
video game crash of 1983 The video game crash of 1983 (known as the Atari shock in Japan) was a large-scale recession in the video game industry that occurred from 1983 to 1985, primarily in the United States. The crash was attributed to several factors, including ma ...
. Although commercial hits such as ''
Myst ''Myst'' is a graphic adventure/puzzle video game designed by the Miller brothers, Robyn and Rand. It was developed by Cyan, Inc., published by Broderbund, and initially released for the Macintosh in 1993. In the game, the player's charact ...
'' and ''
The Sims ''The Sims'' is a series of life simulation game, life simulation video games developed by Maxis and video game publisher, published by Electronic Arts. The franchise has sold nearly 200 million copies worldwide, and it is one of the best-selling ...
'' appealed to women, these were nonetheless seen by some as being outside the gaming mainstream. Critic
Ian Bogost Ian Bogost is an American academic and video game designer, most known for the game ''Cow Clicker''. He holds a joint professorship at Washington University as director and professor of the Film and Media Studies program in Arts & Sciences and ...
opined, "We're looking at where there isn't diversity and we're saying those games are the most valid games." Industry studies on the lack of women in gaming have also suffered at times from biases of interpretation. Kevin Kelly of
Joystiq ''Joystiq'' was a video gaming blog founded in June 2004 as part of the Weblogs, Inc. family of weblogs, now owned by AOL. It was AOL's primary video game blog, with sister blogs dealing with MMORPG gaming in general and the popular MMORPG ''Wor ...
has suggested that a high degree of circular reasoning is evident when male developers use focus groups and research numbers to determine what kinds of games girls play. After making a bad game that targets those areas suggested by the marketing research, the game's lack of popularity among both genders is often attributed to the incorrect prejudice that "girls don't play games" rather than the true underlying problems such as poor quality and playability of the game. Whereas market data and research are important to reveal that markets exist, argues Kelly, they shouldn't be the guiding factor in how to make a game that appeals to girls. The argument has also been advanced that emphasis on market research is often skewed by the participants in the study. In studies on male gamers of the baby boomer generation, for example, players displayed a marked aversion to violence. The incorrect conclusion that could be drawn from this result—that men dislike violent games—may also be comparable to incorrect conclusions drawn from some female-oriented gaming studies. It has been suggested that developers can learn what girls want in a game by observing similarities in how different girl teams will react to and modify a game if given the opportunity. In the past, " girl games" have frequently been created by adapting girl-oriented material in other media like ''
The Baby-sitters Club ''The Baby-Sitters Club'' (also known as BSC) is a series of novels written by Ann M. Martin and published by Scholastic between 1986 and 2000, that sold 176 million copies. Martin wrote the first 35 novels in the series, but the subsequent nove ...
'', ''
Barbie Barbie is a fashion doll manufactured by American toy company Mattel, Inc. and launched on March 9, 1959. American businesswoman Ruth Handler is credited with the creation of the doll using a German doll called Bild Lilli as her inspiration. ...
'', and ''
Nancy Drew Nancy Drew is a fictional character appearing in several mystery book series, movies, and a TV show as a teenage amateur sleuth. The books are ghostwritten by a number of authors and published under the collective pseudonym Carolyn Keene. Crea ...
'' while leaving male-targeted genres such as sport and driving simulators, role-playing games, and first-person shooters to the male audience. This has begun to change, however, with the expansion of entrepreneurial feminism and the concept of "games by girls for girls" that has been embraced by companies such as Her Interactive, Silicon Sisters and
Purple Moon Purple Moon was an American developer of girls' video games based in Mountain View, California. Its games were targeted at girls between the ages of 8 and 14. The company was founded by Brenda Laurel and others, and supported by Interval Researc ...
—all video gaming start ups that are female owned and largely female staffed. Creating games designed with regard to sociological, psychological, and cognitive research into girls' cultural interests, such companies hope to awaken a female-only market emphasizing fundamental differences between what girls want and what boys want in gaming. The movement to expand the existing market to include women through the development of gender-neutral games has also had a number of advocates. Critics have proposed that female gamers, especially older female gamers prefer gender-neutral games such as ''
Tetris ''Tetris'' (russian: link=no, Тетрис) is a puzzle video game created by Soviet software engineer Alexey Pajitnov in 1984. It has been published by several companies for multiple platforms, most prominently during a dispute over the appro ...
'', '' Where in the World Is Carmen Sandiego?'', or the ''
King's Quest ''King's Quest'' is a graphic adventure game series, released between 1980 and 2016 and created by the American software company Sierra Entertainment. It is widely considered a classic series from the golden era of adventure games. Following th ...
'' games to "girl games". In examining game play habits at
Internet café An Internet café, also known as a cybercafé, is a café (or a convenience store or a fully dedicated Internet access business) that provides the use of computers with high bandwidth Internet access on the payment of a fee. Usage is generall ...
s, South Korea has seen a rise in female gamers publicly playing games such as '' Lineage'', while in other Asian countries this kind of public female gaming has remained rare; similarly, games such as ''
Tamagotchi The is a handheld digital pet that was created in Japan by Akihiro Yokoi of WiZ and Aki Maita of Bandai. It was released by Bandai on November 23, 1996 in Japan and in the USA on May 1, 1997, quickly becoming one of the biggest toy fads o ...
'' are seen as a gender neutral in Japan, but have been regarded as girls' games in the West. In other cases, female trends in one country may be indicators of associated changes in others, as in the case of a rising number of female ''Lineage'' players in Korea having led to increased number of female ''Lineage'' players in Taiwan. In Japan the rise of cute culture and its associated marketing has made gaming accessible for girls, and this trend has also carried over to Taiwan and recently China (both countries previously having focused mostly on MMOs and where parents usually place harsher restrictions on daughters than on sons).


Skill levels

An aspect of game design that has been identified as negatively impacting female interest is the degree of expertise with gaming conventions and familiarity with game controls required to play the game. In-game tutorials have been found to bring both sexes into games faster, and new controllers such as Nintendo's
Wii Remote The Wii Remote, also known colloquially as the Wiimote, is the primary game controller for Nintendo's Wii home video game console. An essential capability of the Wii Remote is its motion sensing capability, which allows the user to interact wi ...
, Microsoft's Kinect, and the various rhythm game controllers have affected demographics by making games easier to pick up and provide a better level playing-field. This trend has continued through the efforts of Nintendo in its release of the Wii.Watts, Steve.
Report Suggests Female Gaming on the Rise
''.
1UP.com ''1Up.com'' was an American entertainment website that focused on video games. Launched in 2003, ''1Up.com'' provided its own original features, news stories, game reviews, and video interviews, and also featured comprehensive PC-focused conten ...
. 29 June 2009.
Leigh Alexander argued that appealing to women does not necessarily entail reduced difficulty or complexity. In 2012, the developers of '' Borderlands 2'' were criticized for referring to a reduced difficulty option as "girlfriend mode". Yet, the perceived skill or performance gap between men and women may be fueled by other factors besides gender. In a 2016 study published in the ''Journal of Computer-Mediated Communication,'' researchers found that, after controlling for confounds such as the amount of play time and guild membership, women players advance at least as fast as men do in two MMOs, the Western ''
EverQuest II ''EverQuest II'' is a 3D fantasy massively multiplayer online role-playing game (MMORPG) originally developed and published by Sony Online Entertainment for Microsoft Windows PCs and released in November 2004. It is the sequel to the original ...
'' and the Chinese '' Chevaliers' Romance III''.


Male behavior towards female gamers

A 2015 study found that lower-skilled male players of ''
Halo 3 ''Halo 3'' is a 2007 first-person shooter video game developed by Bungie for the Xbox 360 console. The third installment in the ''Halo'' franchise, the game concludes the story arc begun in 2001's '' Halo: Combat Evolved'' and continued in ...
'' were more hostile towards teammates with a female voice, but behaved more submissively to players with a male voice. Higher-skilled male players, on the other hand, behaved more positively towards female players. The authors argued the male hostility towards female gamers in terms of
evolutionary psychology Evolutionary psychology is a theoretical approach in psychology that examines cognition and behavior from a modern evolutionary perspective. It seeks to identify human psychological adaptations with regards to the ancestral problems they evol ...
, writing, "female-initiated disruption of a male hierarchy incites hostile behaviour from poor performing males who stand to lose the most status". In another study, it was found that female gamers who score lower on the synthesis dimension of feminist identity hold
internalized misogyny Internalized sexism takes the form of sexist behaviors and attitudes enacted by women toward themselves or other women and girls. On a larger scale, internalized sexism falls under the broad topic of internalized oppression, which "consists of oppr ...
, while female gamers who score higher are more resistant against it. Though this study pertains only to popular console video games, the results gives a possible reason as to why certain female players may continue playing despite hostile male attitudes in online games.


Women in competitive gaming

The top female players in
competitive gaming Esports, short for electronic sports, is a form of competition using video games. Esports often takes the form of organized, multiplayer video game competitions, particularly between professional sports, professional players, individually or as ...
mainly get exposure in female-only tournaments, including such games as ''
Counter-Strike ''Counter-Strike'' (''CS'') is a series of multiplayer tactical first-person shooter video games in which teams of terrorists battle to perpetrate an act of terror (bombing, hostage-taking, assassination) while counter-terrorists try to preve ...
'', ''
Dead or Alive 4 is a 2005 fighting video game developed by Team Ninja and published by Tecmo for the Xbox 360. It is the fourth main entry in the '' Dead or Alive'' fighting series. The story of the game focuses on the continuing war between the Mugen Tenshin ...
'', and ''
StarCraft II ''StarCraft II'' is a military science fiction video game created by Blizzard Entertainment as a sequel to the successful ''StarCraft'' video game released in 1998. Set in a fictional future, the game centers on a galactic struggle for dominance ...
''. * Canadian ''StarCraft II'' player
Sasha Hostyn Sasha Hostyn (born December 1993), also known by her username Scarlett, is a Canadian Electronic sports, professional video game player. She is most well known for playing ''StarCraft II'', and is the first woman to win a major ''StarCraft II'' ...
(Scarlett) first gained notoriety in the open qualifiers of IGN ProLeague 4, where she defeated top-tier Korean players. She is well known for being one of the few non-Korean players who can play at the same skill level as male Korean players. * In 2012, '' Street Fighter x Tekken'' player ArisBakhtanians commented on the lack of female players in the community, saying " sexual harassment is part of a culture, and if you remove that from the fighting game community, it's not the fighting game community." He later apologized for his comments. * In 2014, organizers for a '' Hearthstone'' tournament in Finland were criticized for limiting registrations to male players only. This was due to the tournament being an offline qualifier for the IeSF World Championship, with its ''Hearthstone'' tournament open only to male players. The winner of the Finnish qualifier would risk not being eligible to participate in the main event if that player were female. The IeSF organization ultimately removed the male-only restriction from all of their tournaments, and in turn the Finnish qualifier that originally sparked the controversy also removed this restriction. * In December 2015, Kayla "Squizzy" Squires became the first female '' Call of Duty'' player to turn professional upon qualifying for the Call of Duty World League in the Australian region. * ''
League of Legends ''League of Legends'' (''LoL''), commonly referred to as ''League'', is a 2009 multiplayer online battle arena video game developed and published by Riot Games. Inspired by '' Defense of the Ancients'', a custom map for ''Warcraft III'', ...
'' player Maria "Remilia" Creveling, finished first in the 2015 Challenger Series Summer Split along with her teammates Renegades, which qualified the team for the 2016 North America League Championship Series (NA LCS) Spring Split. She became both the first female and also the first transgender player to compete professionally in the (NA LCS). She joined Renegades as their support player but decided to step down from the team's starting roster three weeks into the 2016 (NA LCS) Spring Split citing anxiety and self-esteem issues as part of her reasoning behind leaving the team. * On March 17, 2016, the esports organization ''Team Secret'' entered the '' CS:GO'' competitive scene with female player Julia "juliano" Kiran as the in-game leader. They proceeded to win the female tournament at Copenhagen Games 2016.


Women in the video game industry

Women have been part of the video game industry since the 1960s.
Mabel Addis Mabel Addis Mergardt (21 May 1912 – 13 August 2004) was an American writer, teacher and the first female video game designer. She designed '' The Sumerian Game'', programmed by William McKay, for the IBM 7090 in 1964. It inspired similarly-sty ...
of ''
The Sumerian Game ''The Sumerian Game'' is a text-based strategy video game of land and resource management. It was developed as part of a joint research project between the Board of Cooperative Educational Services of Westchester County, New York and IBM in 196 ...
'' (1964) was the first writer of a video game and first female game designer.
Carol Shaw Carol Shaw (born 1955) is one of the first female game designers and programmers in the video game industry. She is best known for creating the Atari 2600 vertically scrolling shooter ''River Raid'' (1982) for Activision. She worked for Atari, In ...
is recognized as the first woman to develop a commercially released game, ''
3-D Tic-Tac-Toe 3-D, 3D, or 3d may refer to: Science, technology, and mathematics Relating to three-dimensionality * Three-dimensional space ** 3D computer graphics, computer graphics that use a three-dimensional representation of geometric data ** 3D film, a ...
'' for the
Atari 2600 The Atari 2600, initially branded as the Atari Video Computer System (Atari VCS) from its release until November 1982, is a home video game console developed and produced by Atari, Inc. Released in September 1977, it popularized microprocesso ...
in 1978, though she would gain later fame with her title ''
River Raid ''River Raid'' is a vertically scrolling shooter designed and programmed by Carol Shaw and published by Activision in 1982 for the Atari 2600 video game console. Over a million game cartridges were sold. Activision later ported the title to th ...
'' in 1983. Other early female pioneers in the field include
Dona Bailey Dona Bailey (born 1955) is an American video game programmer and educator. Bailey, along with Ed Logg in 1981, developed Atari, Inc.'s arcade video game ''Centipede''. Early life and education Dona Bailey was born in 1955 in Little Rock, ...
who programmed the 1981 arcade game '' Centipede'' and its home console versions, and Roberta Williams who cowrote with her husband Ken the adventure game ''
Mystery House ''Mystery House'' is an adventure game released by On-Line Systems in 1980. It was designed, written and illustrated by Roberta Williams, and programmed by Ken Williams for the Apple II. ''Mystery House'' is the first graphical adventure ga ...
'' for personal computers in 1980, and would later co-found
Sierra On-Line Sierra Entertainment, Inc. (formerly On-Line Systems and Sierra On-Line, Inc.) was an American video game developer and publisher founded in 1979 by Ken and Roberta Williams. The company is known for pioneering the graphic adventure game genr ...
. In 1989, according to ''
Variety Variety may refer to: Arts and entertainment Entertainment formats * Variety (radio) * Variety show, in theater and television Films * ''Variety'' (1925 film), a German silent film directed by Ewald Andre Dupont * ''Variety'' (1935 film), ...
'', women constituted only 3% of the gaming industry. In 2013, Gary Carr (the creative director of
Lionhead Studios Lionhead Studios Limited was a British video game developer founded in July 1997 by Peter Molyneux, Mark Webley, Tim Rance, and Steve Jackson. The company is best known for the ''Black & White'' and ''Fable'' series. Lionhead started as a br ...
) predicted that within the next 5 to 10 years, the games development workforce would be 50% female. According to
Gamasutra ''Game Developer'', known as ''Gamasutra'' until 2021, is a website founded in 1997 that focuses on aspects of video game development. It is owned and operated by Informa and acts as the online sister publication to the print magazine '' Gam ...
's Game Developer Salary Survey 2014, women in the United States made 86 cents for every dollar men made. Game-designing women had the closest equity, making 96 cents for every dollar men made in the same job. Women in game audio make approximately 90 cents for every dollar that men made, according to
GameSoundCon GameSoundCon is a conference and seminar on videogame music and video game sound design. GameSoundCon began as a multi-city conference providing seminars occurring 2-4 times per year in various cities in the US on creating music and sound effects ...
's Audio Industry Survey for 2019, although women in general have 2.4 years less experience than men in audio. However accounting for the experience difference, "the cost of being female n game audiois 2.15 years of experience." Women and non-binary people make up approximately 14% of game audio professionals The following table shows the proportion of women among game developers in several countries in 2005 to 2010.


Support groups for women in the video game industry


WIGSIG (Women In Games Special Interest Group)

WIGSIG is a special interest group of IDGA (International Game Developers Association). The group was formed in order to foster a positive impact on the game industry regarding gender balance in the workplace and/or marketplace. It provides a community, resources, and opportunities for people in the gaming industry. It also works to assess the numbers of the women in the games industry and tracks the changes of these numbers over time. Additionally, it works to recruit women into the games industry and make the field more attractive to women while providing them with the support and connections they need to be successful.


Women in Games International

Founded in 2005
Women in Games International
(WIGI), made up of both female and male professionals, works to promote the inclusion and advancement of women in the global games industry. WIGI promotes diversity in video game development, publishing, media, education, and workplaces, based on a fundamental belief that increased equality and camaraderie among genders can make global impacts for superior products, more consumer enjoyment, and a stronger gaming industry. Women In Games International stands as strong advocates for issues crucial to the success of women and men in the games industry, including a better work/life balance, healthy working conditions, increased opportunities for success, and resources for career support.


WIGJ (Women In Games Jobs)

WIGJ is a group that works to recruit, preserve, and provide support for the advancement of women in the games industry by positively and energetically endorsing female role models and providing encouragement and information to women interested in working in the gaming field. The group was incorporated under the UK's
Companies Act 2006 The Companies Act 2006 (c 46) is an Act of the Parliament of the United Kingdom which forms the primary source of UK company law. The Act was brought into force in stages, with the final provision being commenced on 1 October 2009. It largely ...
on June 2, 2011, as a "not for profit" or Community Interest Company. Companies in the game development industry have, in recent years, been seeking to balance the gender ratios on development teams, and consoles like the Wii and Nintendo DS have seen increased numbers of female players. In addition to using this growing interest in women in the game-developing industry, WIGJ works to put more women in traditional game development with less stigma attached to them. WIGJ seeks to help women find their place within the growing and rewarding field of game development.


Treatment of women in the industry

Women had generally always been a minority demographic of the video game development community and work in a male-dominated culture; as of 2021, while women make up at least half of all video game players, they represent only about 25% of all developers. In the early days of video game history among the 1970s and 1980s, due to the more casual nature of relationships between genders due to the Sexual Revolution, many stories had emerged from companies like
Atari, Inc. Atari, Inc. was an American video game developer and home computer company founded in 1972 by Nolan Bushnell and Ted Dabney. Atari was a key player in the formation of the video arcade and video game industry. Based primarily around the Sunny ...
where female employees were treated more as sexual objects than fellow employees. Notable, Atari's founder
Nolan Bushnell Nolan Kay Bushnell (born February 5, 1943) is an American businessman and electrical engineer. He established Atari, Inc. and the Chuck E. Cheese's Pizza Time Theatre chain. He has been inducted into the Video Game Hall of Fame and the Consu ...
had been nominated for a Pioneer Award for the 2019 Game Developers Choice Awards, but several advocates came forward to denounce this, given the stories of the sexist atmosphere Bushnell had promoted at Atari. While Bushnell accepted to decline the award and apologized to anyone he may have offended in the past, other former female Atari employees stepped forward to defend Bushnell, stating that they all voluntarily participating in that workplace culture, though acknowledging its acceptability had long since passed. The 2014
Gamergate controversy Gamergate or GamerGate (GG) was a loosely organized online misogyny, misogynistic online harassment campaign and a right-wing backlash against feminism, diversity, and progressivism in video game culture. It was conducted using the hashtag "# ...
brought to light how a minority of gamers perceived female developers, with extended harassment and threats made against several female developers and those that supported them under the guise of "ethics in video games journalism". Coming near the onset of the larger
Me Too movement #MeToo is a social movement against sexual abuse, sexual harassment, and rape culture, in which people publicize their experiences of sexual abuse or sexual harassment. The phrase "Me Too" was initially used in this context on social media in ...
in the 2010s, the Gamergate controversy was seen as a potential prelude to the industry experiencing its own Me Too moment as to come to recognize the hostility that women in the industry often faced. However, by 2018, as recognized by Keza MacDonald of ''
The Guardian ''The Guardian'' is a British daily newspaper. It was founded in 1821 as ''The Manchester Guardian'', and changed its name in 1959. Along with its sister papers ''The Observer'' and ''The Guardian Weekly'', ''The Guardian'' is part of the Gu ...
'', "The video games industry has not yet had its #MeToo moment." While some individual stories of specific developers being accused of sexual misconduct against female coworkers occurred from 2014 to 2018, the industry saw its first major wide-scale incident occur later in 2018. Riot Games came under review after a '' Kotaku'' report that year, based on interviews with a few dozen current and former female employees, that there was a culture of sexism at the company. The investigation led to a class-action lawsuit filed by the employees against Riot, which was eventually settled out of court for . A separate investigation by California's
Department of Fair Employment and Housing The California Civil Rights Department (CRD) (formerly known as the ''Department of Fair Employment and Housing (DFEH)'') is an agency of California state government charged with the protection of residents from employment, housing and public ac ...
(DFEH) found that there was more issues at Riot than previously disclosed, and challenged the settlement arguing that the employees were due a larger compensation for Riot's past behavior as much as . The class withdrew from the prior settlement and as of February 2021 are continuing to seek legal action against Riot. The situation at Riot subsequently led to a scenario in August 2019 when several female and non-binary developers separately stepped forward to accuse coworkers and others in the industry of sexual misconduct. The number of accusations was considered a first major turning point of the industry having to deal with long-standing problems of how women were treated by the industry. In early 2020, several
Ubisoft Ubisoft Entertainment SA (; ; formerly Ubi Soft Entertainment SA) is a French video game publisher headquartered in Saint-Mandé with development studios across the world. Its video game franchises include '' Assassin's Creed'', ''Far Cry'', ...
employees accused numerous executives of sexual misconduct and that the company's human resources department did little to respond to internal complaints. Internal reviews of these complaints led to the dismissal of several executives and managing studio directors over 2020 and a commitment by the company to better heed these issues, though the company was still sued by a French labor union group in 2021 as they had found very little had changed within the company as a result of the complaints and subsequent changes.
Activision Blizzard Activision Blizzard, Inc. is an American video game holding company based in Santa Monica, California. It was founded in July 2008 through the merger of Activision, Inc. (the publicly traded parent company of Activision Publishing) and Viven ...
also came under scrutiny by the California DFEH in July 2021, where they filed a legal complaint against the company based on a two-year investigation for maintaining a "frat boy" culture that promoted sexual misconduct against female employees within the company and discouraging promotions of women. Initial responses to the DFEH by current management appeared to dismiss the concerns of the lawsuit, leading to both employees within the company demanding that management treat the complaints as valid, as well as contempt by outside groups against Activision and Blizzard products. Despite the incidents with Riot and Ubisoft, these had not yet had a larger effect on the industry as of 2021, and generally were dismissed by the larger media, in contrast to stories of sexual misconduct that occurred in film or television in earlier Me Too events. These companies had some turbulent months as these suits or incidents were brought forward but otherwise appeared to try to cover up the situation and return to the status quo as quickly as possible.


Women in video game streaming

The relationship between women and
video game live streaming The live streaming of video games is an activity where people broadcast themselves playing games to a live audience online. The practice became popular in the mid-2010s on the US-based site Twitch, before growing to YouTube, Facebook, China-ba ...
has been a rocky one. As streaming services such as
YouTube YouTube is a global online video sharing and social media platform headquartered in San Bruno, California. It was launched on February 14, 2005, by Steve Chen, Chad Hurley, and Jawed Karim. It is owned by Google, and is the second mo ...
and
Twitch Twitch may refer to: Biology * Muscle contraction ** Convulsion, rapid and repeated muscle contraction and relaxation ** Fasciculation, a small, local, involuntary muscle contraction ** Myoclonic twitch, a jerk usually caused by sudden muscle co ...
became increasingly popular, female gamers began to jump on board. Research has found that 52% of the gaming world is made up of women, but most remain less visible in the context of the dominant culture, due to the stereotypes between masculinity and gaming.


Gender disparity

Critics attribute the seeming lack of female interest in video games to the negative
portrayal of women in video games The portrayal of men and women in video games, as in other media, is a subject of research in gender studies and is discussed in the context of sexism in video gaming. Although women make up about half of video game players, they are significant ...
and to
misogynistic Misogyny () is hatred of, contempt for, or prejudice against women. It is a form of sexism that is used to keep women at a lower social status than men, thus maintaining the societal roles of patriarchy. Misogyny has been widely practiced f ...
attitudes common among professional and hardcore gamers. A 2012
Twitter Twitter is an online social media and social networking service owned and operated by American company Twitter, Inc., on which users post and interact with 280-character-long messages known as "tweets". Registered users can post, like, and ...
discussion among women working in games, collated under the hashtag ''#1reasonwhy'', argued that sexist practices such as the over-sexualization of female characters, disinterest in topics that matter to women, as well as workplace harassment and unequal pay for men and women were common in the games industry. Regarding elements of game design, areas such as gameplay, mechanics, and similar features have been described as gender neutral; however, presentational aspects of games have been identified as strongly gender-linked. Specifically, gaming is often seen as fantasy and escapism in which empathy and identification with the character is much more easily achieved if the character shares the same gender as the player. Bendixsen, Stephanie 'Hex'.
Games 4 Girlz?
''.
ABC ABC are the first three letters of the Latin script known as the alphabet. ABC or abc may also refer to: Arts, entertainment, and media Broadcasting * American Broadcasting Company, a commercial U.S. TV broadcaster ** Disney–ABC Television ...
. 16 February 2011.
Gamers of both genders tend to crave realism and the more realistic the gender of the character, the easier it is for a player to identify with the character.Ng, Amy.
What it takes to entice the female gamer
''.
CNN CNN (Cable News Network) is a multinational cable news channel headquartered in Atlanta, Georgia, U.S. Founded in 1980 by American media proprietor Ted Turner and Reese Schonfeld as a 24-hour cable news channel, and presently owned by ...
. 25 May 1998.
A 2009 academic study published in ''
New Media & Society ''New Media & Society'' is a peer-reviewed academic journal covering the field of communication. The journal's editor-in-chief is Steve Jones (University of Illinois at Chicago). It has been in publication since 1999 and is published by SAGE Publis ...
'', however, found that 85% of playable characters in video games are male. Erin Hamilton argues that part of the problem comes from the difficulty in "juxtaposing
femininity Femininity (also called womanliness) is a set of attributes, behaviors, and roles generally associated with women and girls. Femininity can be understood as socially constructed, and there is also some evidence that some behaviors considered f ...
and
feminism Feminism is a range of socio-political movements and ideologies that aim to define and establish the political, economic, personal, and social equality of the sexes. Feminism incorporates the position that society prioritizes the male po ...
in a good video game."Hamilton, Erin.
The Girl Gamer's Manifesto
. GameSpot. 2008.
When female characters do appear in video games, they are regarded by some as presenting unhealthy messages concerning unrealistic body images and provocative sexual and violent behaviors for players of both genders. Stereotypical female behaviors such as giggling or sighing are often presented non-ironically, and this might lead young children (especially girls who identify with the female character) to think that this is how girls are supposed to look and act.

'.
Reuters Reuters ( ) is a news agency owned by Thomson Reuters Corporation. It employs around 2,500 journalists and 600 photojournalists in about 200 locations worldwide. Reuters is one of the largest news agencies in the world. The agency was esta ...
(via
ABC News ABC News is the news division of the American broadcast network ABC. Its flagship program is the daily evening newscast ''ABC World News Tonight, ABC World News Tonight with David Muir''; other programs include Breakfast television, morning ...
). 2000.
Furthermore, over-sexualized depictions of scantily clad female video game characters such as ''
Tomb Raider ''Tomb Raider'', also known as ''Lara Croft: Tomb Raider'' from 2001 to 2008, is a media franchise that originated with an action-adventure video game series created by British gaming company Core Design. Formerly owned by Eidos Interactive, ...
s
Lara Croft Lara Croft is a fictional character and the main protagonist of the video game franchise ''Tomb Raider''. She is presented as a highly intelligent and athletic British archaeologist who ventures into ancient tombs and hazardous ruins around th ...
are not appealing to some girls.Kelly, Kevin.
SXSW: Getting Girls Into The Game: Designing and Marketing Games for Female Players
''. Joystiq (now readable on Engadget). 21 March 2007.
Although some of the population of male gamers have been the source of harassment towards female gamers and over-sexualization of the characters, many men in the gaming industry agree that there is a problem with female over-sexualization in gaming. There are also male gamers who argue that some of the sexualization of women in video games also applies to men in video games and that portraying a man or woman in a video game in a sexual way can be acceptable if done in the right context. Perceptions about stereotypes concerning gamers themselves also vary among genders, as well as playing frequency of game genres. A study in the ''Journal of Broadcasting & Electronic Media'' said that women who play a lot of video games disagree more with stereotypes concerning gender in gaming and are more strongly drawn towards specific gaming genres than men, regardless of the men's gaming frequency.


Effects

The concept that video games are a form of art has begun to gain force in the latter half of the 2000s, with the U.S.
National Endowment for the Arts The National Endowment for the Arts (NEA) is an independent agency of the United States federal government that offers support and funding for projects exhibiting artistic excellence. It was created in 1965 as an independent agency of the federal ...
recognizing games as a form of art in May 2011, for example. In viewing video games as
cultural artifact A cultural artifact, or cultural artefact (see American and British English spelling differences), is a term used in the social sciences, particularly anthropology, ethnology and sociology for anything created by humans which gives informa ...
s and the industry as a cultural industry, the disenfranchisement of women from the medium is regarded as negatively impacting the female voice in the industry and the woman's capacity to take part in the cultural dialogue that gaming inspires.Young, Nora & Misener, Dan.
Repeat of Spark 126 – October 16 & 19, 2011: Games and Girls
'' (Podcast available
Full Interview: Jennifer Jenson on Girls & Gaming
). ''
Spark Spark commonly refers to: * Spark (fire), a small glowing particle or ember * Electric spark, a form of electrical discharge Spark may also refer to: Places * Spark Point, a rocky point in the South Shetland Islands People * Spark (surname) * ...
''. 7 November 2010.
From an education perspective, certain gaming genres particularly lacking in female players such as the
first-person shooter First-person shooter (FPS) is a sub-genre of shooter video games centered on gun and other weapon-based combat in a first-person perspective, with the player experiencing the action through the eyes of the protagonist and controlling the p ...
game have been shown to increase spatial skills thereby giving advantages to players of the games that are currently skewed along gender lines. Video games have also been determined to provide an easy lead-in to computer literacy for children, and correlations have been drawn between male video gaming and the predominance of male workers within the computer industry.Nzegwu, Uzoamaka.
Gender and Computer/Video games
''. Swarthmore. 15 May 2000.
With the increasing importance of tech jobs in the 21st century and the increased role of online networking, the lack of female video game players suggests a loss of future career opportunities for women. Video games have also been used in academic settings to help develop the confidence of young girls in expressing their individual voices online and in their real lives. Video games that promote creative thinking and multiplayer interactions (e.g., Minecraft) have helped young girls to communicate sense of authority and confidence in their social and academic lives.


Responses

The majority of the people who work on game development teams are men. Researchers have identified that one of the best ways to increase the percentage of female players comes from the aspect of authorship (either in-game as with ''
Neopets ''Neopets'' is a virtual pet website. Users can own virtual pets ("Neopets") and buy virtual items for them using one of two virtual currencies. One currency, called Neopoints, can be earned within the site, and the other, Neocash, can eithe ...
'' and '' Whyville'', or indirectly as with the ''Harry Potter'' series' inclusion of Hermione as a playable character subsequent to fan requests).Dillon, Beth A.
Event Wrap-Up: Girls 'N Games 2006
''.
Gamasutra ''Game Developer'', known as ''Gamasutra'' until 2021, is a website founded in 1997 that focuses on aspects of video game development. It is owned and operated by Informa and acts as the online sister publication to the print magazine '' Gam ...
. 18 May 2006.
The solution to the problem of societal pigeonholing of female gamers is often identified as interventionist work such as the insertion of women into the industry. Groups like WomenGamers.com and
Sony , commonly stylized as SONY, is a Japanese multinational conglomerate corporation headquartered in Minato, Tokyo, Japan. As a major technology company, it operates as one of the world's largest manufacturers of consumer and professiona ...
's G.I.R.L. have sought to increase female gamer demographics by giving scholarships to girls considering getting into game development, and game developers like
Check Six Games ''Spyro: Enter the Dragonfly'' is a 2002 platform game, platform video game released for the PlayStation 2 and GameCube, developed by Equinoxe Digital Entertainment and Check Six Studios; and published by Universal Interactive. It is the fourth m ...
, Her Interactive, Silicon Sisters and
Purple Moon Purple Moon was an American developer of girls' video games based in Mountain View, California. Its games were targeted at girls between the ages of 8 and 14. The company was founded by Brenda Laurel and others, and supported by Interval Researc ...
have openly courted female coders and developers.Yap, Tammy.
What's So Great About Computer Games?
'.
MIT The Massachusetts Institute of Technology (MIT) is a private land-grant research university in Cambridge, Massachusetts. Established in 1861, MIT has played a key role in the development of modern technology and science, and is one of the m ...
. 2002.
In addressing the future of the medium, many researchers have argued for the improvement of the gaming industry to appeal to a more general gender-neutral audience and others have suggested that the appeal should be directed to women in particular. One of the earliest attempts to broaden the market to include women could be seen in Sega's use of the increased number of female protagonists in fighting games. Other examples of this include games like ''
Mass Effect 3 ''Mass Effect 3'' is an action role-playing video game developed by BioWare and published by Electronic Arts. The third major entry in the ''Mass Effect'' series and the final installment of the original trilogy, it was released in March 2012 ...
'', '' Remember Me'', and ''
the Last of Us ''The Last of Us'' is a 2013 action-adventure game developed by Naughty Dog and published by Sony Computer Entertainment. Players control Joel (The Last of Us), Joel, a smuggler tasked with escorting a teenage girl, Ellie (The Last of Us), Ell ...
'', which include a female option for the main character. The decision to use strong female characters in important roles, however, is often met with skepticism by marketers concerned with sales. Examination of IGN's "Big Games at
E3 2012 The Electronic Entertainment Expo 2012 (E3 2012) was the 18th E3 held. The event took place at the Los Angeles Convention Center in Los Angeles, California. It began on June 5, 2012, and ended on June 7, 2012, with 45,700 total attendees. It was ...
" and "Big Games at
E3 2013 The Electronic Entertainment Expo 2013 (E3 2013) was the 19th E3 held. The event took place at the Los Angeles Convention Center in Los Angeles, California with many press conferences taking place at nearby venues including the Nokia Theater, ...
" shows growth of the female protagonist in video games, rising 4% from 2012 to 2013. Other efforts outside of making games with female characters have also started to occur. One example is that Women in Games International has teamed up with the Girl Scouts of Greater Los Angeles in order to create a video game patch, which the two organizations hope will encourage Girl Scouts to develop an interest in science, technology, engineering, and math. Activism and specifically female-targeted
LAN parties A LAN party is a gathering of people with personal computers or compatible game consoles, where a local area network (LAN) connection is established between the devices using a router or switch, primarily for the purpose of playing multiplayer ...
in
Scandinavia Scandinavia; Sámi languages: /. ( ) is a subregion in Northern Europe, with strong historical, cultural, and linguistic ties between its constituent peoples. In English usage, ''Scandinavia'' most commonly refers to Denmark, Norway, and Swe ...
have helped boost female game playing.


See also

* Geek girl *
Women in computing Women in computing were among the first programmers in the early 20th century, and contributed substantially to the industry. As technology and practices altered, the role of women as programmers has changed, and the recorded history of the fiel ...


Notes


References


Further reading

*Beck, John C., and Mitchell Wade. "Got Game How the Gamer Generation Is Reshaping Business Forever". New York: Harvard Business School P, 2004. *Bryce, J. and J. Ruttner, "The Gendering of Computer Gaming: Experience and Space", in S. Fleming & I. Jones, Leisure Cultures: Investigations in Sport, Media and Technology, Leisure Studies Association, 2003, pp. 3–22. *Cassell, J. and H. Jenkins, ''From Barbie to Mortal Kombat: Gender and Computer Games''. Boston: MIT Press, 1998. *Kafai, Yasmin B., Carrie Heeter, Jill Denner, and Jennifer Y. Sun, eds. Beyond Barbie & Mortal Kombat: New Perspectives on Gender and Gaming. Boston: The MIT Press, 2008. *Lucas, K. and Sherry, J.L., 2004. Sex differences in video game play: A communication-based explanation. ''Communication research'', ''31''(5), pp. 499–523.


External links

{{Video game controversy Gender and video games Mass media issues
Video games Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedbac ...