(AUSTIN) -- The computer game industry is
trying to cut the testosterone.
Leading designers and executives in the $10 billion computer game
industry have gathered here to discuss ways to attract more women
into computer gaming, as players, and as game designers.
Sharon Grainer Ray, Senior Game Designer for Sony Online, told
1200 WOAI's Stacey Young at the Austin Convention Center the
industry's inability to branch out to women is threatening its
ability to grow.
"The industry is coming to realize that by diversifying the work
force, we get better quality products, and we would like to have
more women."
While a significant number of women say they have played computer
games, the audience for the monster titles like the recently
released Doom Three is overwhelmingly male, and more than 90% of the
designers, creators, and code writers who craft the games are male.
Ray concedes that in many cases, the game designers have brought
this demographic dilemma upon themselves.
"If you've gone some hypersexual female on the cover wearing a
chain mail bikini, the girls are never going to pick it up to play."
Software designers here say the key is to reach out to women as
players and designers, while not damaging the edge which makes the
games fun.
"We can't start making games about fluffy pink kitties, or make a
game about putting your lipstick on," Ray says. "We actually can
make really, traditional, good games."
Executives here say the industry cannot continue to be profitable
if it fails to branch out beyond the 13 to 21 year old white male
demographic.
"Getting more women involved in designing games creates a
diversity of ideas," said Christopher Sherman, Director of the
Women's Gaming Initiative. "This leads to new types of games, and,
ultimately, new players. This is about expanding the industry."
Ray says the computer game industry has been successful in
designing popular games that appeal to women.
"Probably 'The Sims' is probably the top game with a
predominately female audience," she said, referring to the quirky
virtual reality game which recently became the top selling computer
game of all time. "'The Sims' is a 70 to 80 percent female market,
with most of the players between the ages of 14 and 17."
Some efforts are being made to attract more women to computer
faming. Womengamers.com and Southern Methodist University in Dallas
have joined forces to create an industry-funded scholarship in
gaming design specifically for women.