By Erin Reynolds - August 4, 2005The alienation of womenGender and gaming has historically been a highly provocative issue. Statistics repeatedly bemoan the male domination of the industry. And it is true that during the early days of the gaming, industry, the gender discrepancy was far more acute. Women’s groups were formed as a support system for females who played games or wished to pursue a career in the industry. These women’s gatherings and support groups first brought to light the struggle females faced for a voice in gaming at a time when it was genuinely needed – a time when women were quite alien to the gaming landscape. It is important to recognize and acknowledge the problems women still face in gaming. For example, females remain relatively unconsidered in game advertising ploys, Large breasts and booth-babes continue to alienate female consumers. In addition, many women are forced to walk a very careful political tight rope when negotiating the unwanted romantic interests of male co-workers. And while improvements have been made, females are undoubtedly still a minority within the gaming universe. Those determined to see a ‘perfect balance’ of male and female gamers and game makers still have a wait ahead of them. These people are justified in being unsatisfied with the status quo due partially to the “boys-club” nature that the game industry has had. Many wish to continue fighting for equality of female involvement in games. They would like to achieve the creation of an environment in which females can play games without feeling like a visitor to an exclusive men’s club. The ideal is an environment in which women can create games with the same confidence and opportunities as men. The goal is to level the playing field and provide an environment in which gender is a non-issue. The intentions of such gaming-suffragettes are very noble. These women in gaming conferences are being held as an effort to fix a problem that undeniably exists. Commendably, incredible amounts of time and effort are invested into organizing these gatherings. However, these conferences send mixed messages. Drawing attention to the notion that women and games is an almost aberrant combination is damaging. It is not an effective way to fix any existing problems or even to continue the forward momentum of any improvements that have been made. In the mindset of the women attending these gatherings and the gaming community at large, it only further ingrains the idea that women are an ‘other.’ Furthermore, these conferences, which could be seen as ‘estrogen pep rallies,’ can only alienate the male members of the gaming community. They set females apart as standouts in gaming when they need to be focusing on normalizing. They claim to provide women looking to get into the industry networking and mentoring opportunities. This can be beneficial for female attendees – but paradoxically can be interpreted as an acknowledgement of inferiority, weakness, and incompetence, not to mention the paradoxical creation of ‘the girls’ club.’ Next: (Leveling the playing field) The point is this: there are gamer sites (open to gamers of all types)
and female sites (catering primarily to girls). There are industry events
and female industry events. This dichotomy gives the impression that
females are the Other - The square peg. But females are not the other.
They are gamers, employees, and people just like everyone else. An example
of creating comfort with diverse genders in the video game workplace needs
to be made by not creating a fuss about –gasp- a woman in the gaming
field.
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