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Women and video games

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A grrrrl gamer is a female who regularly engages in the playing of video games, role-playing games, or other games (colloquially referred to as "gaming"), for the purpose of gaining attention from socially awkward males who will subsequently treat her as a goddess. This can be from the most casual interest to the most serious casual gaming.

Impact in gaming industry

The role of women in the games industry - as professionals and as consumers - has received extensive academic and business attention.[1][2] Women represent approximately half the population but buy only a small share of all video games.[1] Finding the reasons for, and changing the content and how games are advertised to attract and change the percent of women buying games drives a lot of professionals to research and find solutions to improve the gaming industry. Many available articles argue for the improvement of the gaming industry to appeal to a more general audience and for females in particular.[3] The majority of the people who work on game development teams are males.[4]

Girl gamers as a demographic

According to a survey done in 2004 by the Entertainment Software Association, 25 percent of console players and 39 percent of PC game players are women. Also, 40 percent of online game players are women; however, these numbers also include casual games.[5] According to another study conducted by the Entertainment Software Association in 2010, 40% of the game playing population is female, and women 18 or older now comprise 33% of all gamers.

Also, the percentage of women now playing online has risen to 42%, up several percent since 2004. The same study shows that 46% of game purchasers are female (Entertainment Software Association).[6] In recognition of the importance of the issues of women and girls as game developers and players, the International Game Developers Association, an association of companies and individuals in the games industry, has formed a special interest group on Women in Game Development.[7] This is an active field of discussion and a topic in many conferences in the video gaming industry.[1][2]

See also

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References

  1. ^ a b c Article on Game Developers Conference 2003 panel on Women in Games
  2. ^ a b Article on Game Developers Conference 2005 panel on Women in Games
  3. ^ Rosen, Jill (September, 2008). "The gender divide: video-gaming has been largely a man's- or boy's- world, but with games by and for women, that's starting to change". The Baltimore Sun. Maryland. p. C1. {{cite news}}: |format= requires |url= (help); Check date values in: |date= (help)
  4. ^ Winegarner, Beth (14 March 2005). "GDC Q&A: Women's advocate, industry hero, Sheri Graner Ray". GameSpot. Gamespot.com. Retrieved 19 Nov 2009.
  5. ^ Merripen, Clarinda. "Increasing The Bottom Line: Women's Market Share." Game Developer. 01 Feb 2005. 16. eLibrary. ProQuest LLC. ART INSTITUTE OF SEATTLE. 11 Nov 2009. <http://elibrary.bigchalk.com>.
  6. ^ 2010 Sales, Demographic and Usage Data: Essential Facts About the Computer and Video Game Industry (PDF), Entertainment Software Association, 2010, retrieved 2011-01-10
  7. ^ http://archives.igda.org/women/about.html
  8. ^ http://myona.com/2011/09/12/ps3-exclusives-lure-female-gamers-xbox-360/
  • Beck, John C., and Mitchell Wade. “Got Game How the Gamer Generation Is Reshaping Business Forever”. New York: Harvard Business School P, 2004.
  • Spic, 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, pp. 54–56.