Zum Hauptinhalt springen
Nicht aus der Schweiz? Besuchen Sie lehmanns.de
Gender Inclusive Game Design - Sheri Graner-Ray

Gender Inclusive Game Design

Expanding the Market
Buch | Hardcover
193 Seiten
2003
Charles River Media (Verlag)
9781584502395 (ISBN)
CHF 99,45 inkl. MwSt
  • Titel ist leider vergriffen;
    keine Neuauflage
  • Artikel merken
From the beginning of the computer gaming industry, women have been involved - as players, artists, programmers, producers, managers and even CEOs for premier game development houses. Why is it then, that most games are not developed to include women as an audience? This text explores the reasons.
Women and girls of today are more tech savvy than ever before and research shows that they currently make up over 52% of Internet users and 70% of casual online gamers. Why then, is the game industry still producing computer games that primarily target males ages 13-25? With this tight focus, game developers are not only sharply limiting their possible total income, but they are losing sight of the bigger picture. The games industry is currently growing faster than the target market. To keep the industry strong and growing, game developers must start looking at expanding their market, which means designing titles that are accessible to the female audience. Successful entertainment industries have sustained growth for decades because they have considered the diversity of their audiences. Today's blockbuster products, be it movies, recordings or books, are most often the ones with elements that directly appeal to many market sectors, while containing very few barriers to access for others. By understanding the issues and barriers connected to gender, the game industry can benefit from a similar growth strategy.
Gender Inclusive Game Design: Expanding the Market addresses issues that help designers and developers understand the real differences between how the genders approach and resolve conflicts, and what their entertainment criteria and responses are. It also explores the differences in reward systems, game play preferences, and avatar selection criteria, and how these issues all apply to game design, regardless of genre. By understanding these differences, designers can apply this knowledge to the traditional genres that make up the contemporary computer game industry and begin tapping the future market. Perhaps the real question developers need to be asking themselves is, "but what if the player is female?"

Sheri Graner Ray has been in the computer industry for over ten years and founded a game development company dedicated to designing games for girls, Sirenia Software, Inc. She was also the director of product development for Her Interactive, Inc., and was a designer/writer for Origin Systems, Inc. She is a frequent speaker at the Game Developer Conference and is the co-chair for the Women in Game Development committee of the International Game Developers Association.

1 Females and Machines 2 Evolution of Female Characters in Computer Games 3 Conflict and Conflict Resolution Styles in Game Design 4 Stimulation and Entertainment 5 Learning and Communications Styles in Computer Game Development 6 Reward and Gameplay 7 Avatar Selection 8 Puzzle Games 9 Online and Wireless Games 10 The Design Document-A Case Study 11 Women in the Game Industry Workplace 12 Influential Women in Computer Game Development 13 But What If the Player Is Female?

Erscheint lt. Verlag 30.10.2003
Zusatzinfo Illustrations
Verlagsort Hingham
Sprache englisch
Maße 157 x 229 mm
Gewicht 476 g
Themenwelt Informatik Weitere Themen Computerspiele
Sozialwissenschaften Soziologie Gender Studies
ISBN-13 9781584502395 / 9781584502395
Zustand Neuware
Informationen gemäß Produktsicherheitsverordnung (GPSR)
Haben Sie eine Frage zum Produkt?
Mehr entdecken
aus dem Bereich
das umfassende Handbuch

von Udo Brandes

Buch | Hardcover (2024)
Rheinwerk (Verlag)
CHF 55,85
Das umfassende Handbuch

von Udo Brandes

Buch | Hardcover (2024)
Rheinwerk (Verlag)
CHF 55,85