-
2voteGlasure's first online game was Everquest and her avatar was female. But all anyone noticed were her pixel breasts, and this despite her considerable gaming expertise. Fed up, she switched digital identities. "And I picked the biggest, blackest guy I could find," she says. She called him Stygion Physic — Stygion from the River Styx, Physic for healing. That's the closest she could get to "Bad Medicine" in the game, City of Heroes. And with her change of avatar, her pleasure in the game changed. "When I play this big guy, everybody listens to me," she says. "Nobody argues with me. If there's a group of people standing around, I say, 'OK, everybody follow me!' And they do. No questions asked."
-
1voteIn advance of this week’s Women in Games International conference in Seattle, “The Balancing Act: Game Industry Careers and Quality of Life,” we are pleased to present our choices for the “top 100 women in games” to our readership. While it is a known fact that the ratio of women to men working in the games industry is remarkably off-kilter, it is unclear what this data truly means to the game community. One widely-supported idea is that, by including the viewpoint and talents of women in the game development process, nothing is left to chance in terms of looking at the big picture.
-
1voteThe third annual release of the Nielsen "Active Gamer Benchmark" study is out, and it contains some surprises. The study looked at so-called "Active Gamers" (those who play video games on a consistent basis) and found that there were currently 117 million such gamers in the United States. While the majority of gamers (70 percent) are male, the balance shifts dramatically when limited to online gamers, which comprised more than half of the total. The study found that nearly two-thirds (62 percent) of online gamers were women. This statistic challenges an earlier study issued by ComScore that had pegged the latter figure at 52 percent.
-
1voteOver the last two decades, girls and computer gaming has become a major topic of research interest. Researchers have examined a number of related issues, including the relative frequency with which girls and boys use computer games, the educational benefits of computer game use, and the types of games and game features that appeal to girls and young women. Most researchers have come to agree that although boys and girls can be equally skilled at using computers and computer games, boys are more likely than girls to choose to play with them, and children of both sexes consider both computers and computer games to be boys' toys (Cassell & Jenkins, 1998, p. 14). This report organizes the major findings from this body of research into thematic issues and considers the practical implications of each issue for teachers, librarians, parents, and other adults who work to connect girls to computer technology.
-
1voteThe debate about how to get women more involved in gaming is a perennial one and one on which there is pretty wide agreement that not enough is being done. There is, the argument goes, a failing at the heart of the gaming industry to engage women. But, as women increasingly make up the numbers in gaming statistics, there is also a growing realisation that there is a lot of money to be made...
-
2voteApproaches to gender and computer gaming have been dominated by textual and content analysis at the expense of broader understandings of gaming. This paper examines computer games through gendered game content, game spaces and activities. The paper suggests that despite the popular stereotype of the computer gamer as an antisocial male teenager, there is increasing evidence of female gaming. This suggests the need to examine the relationship between gender and this activity in greater depth and within everyday contexts. The authors examine the possibility of computer gaming as a potential site for challenging dominant gender stereotypes, relating this to the production and consumption of contemporary leisure.
FirstPrevious...1...NextLast
discuss this
email this