.: Women in gaming, and women's game conferences

By Erin Reynolds - August 4, 2005


The alienation of women

 
The gaming industry has evolved to the point where the issue of gender balance no longer merits the immense amount of attention that it is currently receiving. The excessive amount of concern currently directed at ‘girls in games’ – both those who make them and those that play them – is counterproductive in attaining true gender equality in gaming. In fact, it ultimately can contribute to a regression in the immense amount of progress made in gender equality and games thus far. I am hesitant to write what I have to say as the time and effort I am investing into this piece conflicts with the very heart of my argument. Yet, the awareness of potential damage caused by the excessive concern over gender needs a stronger presence within the gaming community. I write this based on both my own perspective as a female gamer and as a student of game development.

Gender 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.

Many of these conferences and advocates for females in gaming convince the industry that if more female minds were to be contributing to the creation of games, then, theoretically, the games produced would be more appealing to a female market. Women, again theoretically, would have insight into what other women and girls like. This insight could be implemented into game design, art, and narrative. In addition, a strong collective female voice within a company may serve to remind the developers and producers that images of scantily clad women alone may be counter-productive to selling the game to female potential consumers.

Perhaps it makes sense to assume that women could provide insight into compelling game elements that fellow members of their gender may consider in purchasing a game. But realistically, women should not be hired with the sole intention to make games more appealing to women. However, there is no one key element to make a game appealing to females. No magic bullet or secret trick. Make a game that is designed well, has appealing visuals, and an engaging story. Most anyone -male, female, young, old, tall, short, blonde, brunette- will be attracted to that.

Gaming, like any industry, profits from diversity. Each individual brings different ideas to the development process. What would be most beneficial to the gaming industry would be a broader focus on overall diversity rather than an obsession with gender. Diverse backgrounds and unique persons will help create more diverse, interesting games. The energy being invested into fretting about the female role in the gaming industry needs to be redirected into trouble-shooting other, more prevalent, problem areas of gaming. Otherwise, the industry will inevitably become increasingly more self-conscious about gender and both women and industry progress will suffer. Ultimately, brilliant minds should be the focus – not the package in which it travels.