Sunday, March 13, 2011

Making games for women, or making women via games

In discussions of game design that takes gender into account, I see two directions of thought, but people don't always connect them or consider them together.

1. We can make games that women will enjoy. Thus, we can tap into a less-targeted demographic of potential gamers.

2. We can make games that will influence girls to grow up into strong/smart women. Teach them relevant skills and show them strong female character role models.

I think #1 is already coming to pass, with games from Zynga and Popcap allowing more players to sneak into the classification of game-player without needing to admit to being a gamer nerd. Newer statistics seem to show that the numbers are evening out.

I know people think about #2, along with other ways to get girls interested in science and technical fields, though I can't think offhand of examples of games that specifically are designed to get young girls to move in that direction.

But #1 is about accepting women as they are and trying to figure out what they want in a game. What is comfortable, and what is enjoyable for the average woman. #2 is a more feminist perspective, saying that the status quo should change, and we should try to figure out what in games will make a woman want a different path or focus in life.

Is one of these right, and one wrong? I don't think so, not inherently. It's good to accept people as they are, and good to offer outlets for relaxation or mental stimulation or socialization, or whatever the "average woman" seeks in a game. And it's also good to encourage people to learn new skills, consider all their options, and reach their full personal potential, whatever that may mean for them. There's room for both ways.

But maybe we can mix the thinking from both angles, and get wider adoption of a game with a positive influence. If we can draw in girls or women with gameplay that is enjoyable, and doesn't scare them away, but then include avenues for learning more traditionally masculine skills in a non-threatening way, then it's a double-win.