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Women and Game
       Culture:
Do girls play games?


      Aleks Krotoski
        University of Surrey
    A.Krotoski@surrey.ac.uk
http://www.surrey.ac.uk/~psp1ak
History of women and gaming


• Proud beginnings
  – Ada Lovelace
  – Grace Hopper
  – Donna Bailey to Roberta Williams
In the beginning…
Later…
Or…
History of women and gaming
“Girl Games”
  – From Barbie to Mortal
    Kombat
  – The Sims
  – Massively Multiplayer
    Online Role Playing
    Games
  – SingStar, Dance Mat
    and EyeToy
  – Quake and Halo 2?
Result of gendered entertainment?
• Proliferation of “boy” genres
  – Shooters, sports simulations
• Magazine ads
Result of gendered entertainment?
• Proliferation of “boy” genres
  ●
      Shooters, sports simulations
• Magazine ads
• Fewer female players
• Less access to technology which may
  benefit their futures (Home Office, 2001)
Current Player Demographics:
                     Girls and games
GB Males - Active Gamers
                                                                  10-14
                                                                   32%                                                  Number of
                                                                                                                             Active
                                      30-35                                                               Population         Gamers
GB Males -                                                                 15-17                               UK            UK
   All                                 17%
                                                                            13%     Sex      Age               (000s)   (000s)
                      10-14
                       22% 15-17                                                    Male     10-15            2,357         1,818
      30-35                 9%
                                                                                             16-19            1,240           780
       26%                                25-29
                                           15%                    18-24                      20-24            1,753           785
                             18-24                                 23%
             25-29            24%                                                            25-29            1,871           771
              19%                     10-14    15-17   18-24      25-29    30-35
                                                                                             30-35            2,538           844

GB Females - Active Gamers                                                          Female   10-15            2,181           788
                                                                  10-14
                                                                                             16-19            1,235           279
                                                                   32%
                                                                                             20-24            1,767           355
GB Females -                                                               15-17
     All                                                                    8%               25-29            1,910           436
                       10-14          30-35
                           15-17                                                             30-35            2,553           562
                        21% 9%         23%
      30-35                                                                         Male     10-35            9,758         4,999
       26%                                                            18-24
                                                                       19%          Female   10-35            9,646         2,419
                              18-24               25-29
              25-29            24%                 18%                              Total    10-35          19,404          7,418
               20%                     10-14   15-17      18-24    25-29    30-35
                                                                                                     GameVision: Dromgoole, 2004
Current Player Demographics:
   Girls don’t play games?
         •Men play 12.34 hours per week
         •Women play 9.22 hours of play per week

      Hours of play per week
 20
 18
 16
       14.2
 14           12.7    12.7
                                          11.7
 12                              10.4              10.2                      10.1     9.6
 10                                                          8.4
                                                                     7.8
 8
 6
 4
 2
 0
      10-15   16-19   20-24     25-29    30-35    10-15     16-19   20-24    25-29   30-35

                      Male                                          Female



                              GameVision: Dromgoole, 2004
Current Player Demographics: Girls
        don’t play games?
Girls:
• Preferred console
  is PS1
  ●
       Bargain purchaser,
       relies on
       recommendation or
       existing IP

Boys:
• Preferred console
  is PS2
   ●
       New games, sports
       games, FPS
What women want
• A social life
• Something worthwhile
  – Something they can learn from (Graner Ray,
    2003)
  – A storyline with good characters
  – Nothing that forces them to learn a completely
    useless skill
Social Life (internet)
  + worthwhile (learning + story)
    + a familiar medium (PCs)

Massively Multiplayer Online Games
            (MMOGs)
MMOGs: Who?
    Fantasy-based games:
      12-20%* (like
      Dungeons and
      Dragons, 5-15%)
    The Sims Online: 60%**
    5-6 years older than
      men*
    Kids*
    Steady relationship
      (60.3%)*
    (*Yee, 2002a, 2002b; **Lewis, 2004)
MMOGs: How?
    Men introduce them
    Play with romantic
      partner (69.5%)*
    • learning bonus: boost
      RL bonds and solve
      RL problems
    New Mums
MMOGS: Why?
• Open-ended
• Relaxation of traditional objectives
• Real-Life (RL) communities and relationships
  – More likely than men to:
     • Interact with the same others
     • Engage in group activities
     • Perceive online friends and more like themselves than their
       offline friends
     • Disclose personal information about themselves to online friends
     • Stay dedicated: they don’t swap titles, or they migrate to new
       ones together
     • Be satisfied with their game
• In-game repercussions: help shape the world!
  – More likely to hold powerful leadership roles
  – Direct activity, diplomacy and in-game politics
MMOGs and the Self
• RL limitations for “self-
  actualisation”
   – Possible selves, career,
     leisure
   – Taylor and EverQuest –
     mastery, social
     involvement and
     exploration without fear for
     safety
• Sherry Turkle and the
  MUDs – Identity
  Laboratories
Deterrents & Solutions: They have
       to change - not us.
• Play:
  – “something a woman is not” (Turkle, 1985)
     • Marketing and its malcontents
     • Products that don’t “speak” to a broader audience
  – Economics
     • Bargain bins and the hardcore gamer
  – Time
     • “interstitial” gaming
• Work:
  – “male” culture
  – Quality of Life
Is the games industry a place
          for gender diversity?*
• Demographics
    –   Art and Design: 91% men; 9% women
    –   Programmers: 98% men; 2% women
    –   Senior Management:95% men; 3% women
    –   Sales/Marketing/PR: 74% men; 26% women

• Applicants per year???

*From Chicks and Joysticks: An exploration of women and computer gaming,
   commissioned and published by ELSPA 2004
Is the games industry a place
        for gender diversity?*
• Methods of recruitment
   – 42.9% advertise in specialist magazines
   – 64.3% recruit through specialist agencies
   – 14.3% approach schools, colleges
• Job disparities due to gender
   – £353.57 less at starting salary
   – £6,738.03 pay gap
   – 0.4% women hold Lead, Director, Management
     positions versus 1.2% of men
   – Slower promotion times (approximately 6 months)
   *From Chicks and Joysticks: An exploration of women and computer gaming,
      commissioned and published by ELSPA 2004
Is the games industry a place
       for gender diversity?
• All signs point to no.
• Future research:
  – What would a broader appointments drive do
    for games industry diversity?
  – How can girl games scholarships increase
    female participation in games courses?
  – How can an increase in role models in the
    games industry increases female participation
    in games courses?
Summary
• Women have been involved since year dot
• Pink games work for kiddies but not for
  grown-ups
• New technologies are pushing the gender
  divide
• Industry diversity is rubbish
Women and Game
       Culture:
Do girls play games?


      Aleks Krotoski
        University of Surrey
    A.Krotoski@surrey.ac.uk
http://www.surrey.ac.uk/~psp1ak

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Women And Game Culture

  • 1. Women and Game Culture: Do girls play games? Aleks Krotoski University of Surrey A.Krotoski@surrey.ac.uk http://www.surrey.ac.uk/~psp1ak
  • 2.
  • 3. History of women and gaming • Proud beginnings – Ada Lovelace – Grace Hopper – Donna Bailey to Roberta Williams
  • 7. History of women and gaming “Girl Games” – From Barbie to Mortal Kombat – The Sims – Massively Multiplayer Online Role Playing Games – SingStar, Dance Mat and EyeToy – Quake and Halo 2?
  • 8. Result of gendered entertainment? • Proliferation of “boy” genres – Shooters, sports simulations • Magazine ads
  • 9.
  • 10. Result of gendered entertainment? • Proliferation of “boy” genres ● Shooters, sports simulations • Magazine ads • Fewer female players • Less access to technology which may benefit their futures (Home Office, 2001)
  • 11. Current Player Demographics: Girls and games GB Males - Active Gamers 10-14 32% Number of Active 30-35 Population Gamers GB Males - 15-17 UK UK All 17% 13% Sex Age (000s) (000s) 10-14 22% 15-17 Male 10-15 2,357 1,818 30-35 9% 16-19 1,240 780 26% 25-29 15% 18-24 20-24 1,753 785 18-24 23% 25-29 24% 25-29 1,871 771 19% 10-14 15-17 18-24 25-29 30-35 30-35 2,538 844 GB Females - Active Gamers Female 10-15 2,181 788 10-14 16-19 1,235 279 32% 20-24 1,767 355 GB Females - 15-17 All 8% 25-29 1,910 436 10-14 30-35 15-17 30-35 2,553 562 21% 9% 23% 30-35 Male 10-35 9,758 4,999 26% 18-24 19% Female 10-35 9,646 2,419 18-24 25-29 25-29 24% 18% Total 10-35 19,404 7,418 20% 10-14 15-17 18-24 25-29 30-35 GameVision: Dromgoole, 2004
  • 12. Current Player Demographics: Girls don’t play games? •Men play 12.34 hours per week •Women play 9.22 hours of play per week Hours of play per week 20 18 16 14.2 14 12.7 12.7 11.7 12 10.4 10.2 10.1 9.6 10 8.4 7.8 8 6 4 2 0 10-15 16-19 20-24 25-29 30-35 10-15 16-19 20-24 25-29 30-35 Male Female GameVision: Dromgoole, 2004
  • 13. Current Player Demographics: Girls don’t play games? Girls: • Preferred console is PS1 ● Bargain purchaser, relies on recommendation or existing IP Boys: • Preferred console is PS2 ● New games, sports games, FPS
  • 14. What women want • A social life • Something worthwhile – Something they can learn from (Graner Ray, 2003) – A storyline with good characters – Nothing that forces them to learn a completely useless skill
  • 15. Social Life (internet) + worthwhile (learning + story) + a familiar medium (PCs) Massively Multiplayer Online Games (MMOGs)
  • 16. MMOGs: Who? Fantasy-based games: 12-20%* (like Dungeons and Dragons, 5-15%) The Sims Online: 60%** 5-6 years older than men* Kids* Steady relationship (60.3%)* (*Yee, 2002a, 2002b; **Lewis, 2004)
  • 17. MMOGs: How? Men introduce them Play with romantic partner (69.5%)* • learning bonus: boost RL bonds and solve RL problems New Mums
  • 18. MMOGS: Why? • Open-ended • Relaxation of traditional objectives • Real-Life (RL) communities and relationships – More likely than men to: • Interact with the same others • Engage in group activities • Perceive online friends and more like themselves than their offline friends • Disclose personal information about themselves to online friends • Stay dedicated: they don’t swap titles, or they migrate to new ones together • Be satisfied with their game • In-game repercussions: help shape the world! – More likely to hold powerful leadership roles – Direct activity, diplomacy and in-game politics
  • 19. MMOGs and the Self • RL limitations for “self- actualisation” – Possible selves, career, leisure – Taylor and EverQuest – mastery, social involvement and exploration without fear for safety • Sherry Turkle and the MUDs – Identity Laboratories
  • 20. Deterrents & Solutions: They have to change - not us. • Play: – “something a woman is not” (Turkle, 1985) • Marketing and its malcontents • Products that don’t “speak” to a broader audience – Economics • Bargain bins and the hardcore gamer – Time • “interstitial” gaming • Work: – “male” culture – Quality of Life
  • 21. Is the games industry a place for gender diversity?* • Demographics – Art and Design: 91% men; 9% women – Programmers: 98% men; 2% women – Senior Management:95% men; 3% women – Sales/Marketing/PR: 74% men; 26% women • Applicants per year??? *From Chicks and Joysticks: An exploration of women and computer gaming, commissioned and published by ELSPA 2004
  • 22. Is the games industry a place for gender diversity?* • Methods of recruitment – 42.9% advertise in specialist magazines – 64.3% recruit through specialist agencies – 14.3% approach schools, colleges • Job disparities due to gender – £353.57 less at starting salary – £6,738.03 pay gap – 0.4% women hold Lead, Director, Management positions versus 1.2% of men – Slower promotion times (approximately 6 months) *From Chicks and Joysticks: An exploration of women and computer gaming, commissioned and published by ELSPA 2004
  • 23. Is the games industry a place for gender diversity? • All signs point to no. • Future research: – What would a broader appointments drive do for games industry diversity? – How can girl games scholarships increase female participation in games courses? – How can an increase in role models in the games industry increases female participation in games courses?
  • 24. Summary • Women have been involved since year dot • Pink games work for kiddies but not for grown-ups • New technologies are pushing the gender divide • Industry diversity is rubbish
  • 25. Women and Game Culture: Do girls play games? Aleks Krotoski University of Surrey A.Krotoski@surrey.ac.uk http://www.surrey.ac.uk/~psp1ak