A commonly accepted misconception about video games is that women do
not play them; the vast majority of gamers are men. This stereotype is just that -- a
stereotype. In fact, the difference between numbers of male versus female gamers is only
about seven to fifteen percent (Womengamers.com "The Web Site" 1). Women gamers
comprise approximately forty-three percent of PC gamers and thirty-five percent of console
players (Wright "Video" 1). "However, because the vast majority of [video
game] developers are male, the industry is overly influenced by the needs and wants of
that recognized male demographic" (Lowenstein 2).
In recent years, a multitude of web sites and video gaming companies aimed at
addressing the neglected female market have surfaced. However, like companies that came
before them, they have been confronted with the controversy over what it is women gamers
really want out of their video games. What kinds of games appeal to the female audience
and why? What differences between the genders may help define why games developed for men
are not successful with women gamers? How can developers address the female demographic
without alienating their time-honored male consumer? The answer is relatively obvious.
Women gamers are looking for that which readers have sought for generations: a compelling
and emotionally engaging narrative through which gamers can find entertainment,
accomplishment, and resolution.
Before defining what women gamers want, examining what they do not want or what has not
been successful proves very revealing. Until 1994, no major video game developer had at
all addressed the female market. However, once that step was taken, what developed was
been ultimately unsuccessful. These failures can be attributed to basically three
overlapping reasons: girl games are aimed at pre-adolescent girls, many see the female
characters in video games as demeaning sexual objects, and the story lines or lack thereof
in most girl games are stereotypical and superficial.
According to the New York Times, "by the end of 1998, there were
approximately 65 varieties of computer games aimed at girls between the ages of 4 and
14" (Wright "The Gaming Industry" 3). HerInteractive.Com, a major developer
of female-oriented video games, "believe[s] that computer and multimedia industries
typically neglect young girls in the same critical years young boys enjoy their greatest
exposure to computers as sources of entertainment" (Riedl 1). However, that focus can
limit the exposure the female audience has to that same technology they are supposedly
trying to encourage in girls. The fact is after the age of fourteen, theres nothing
left for girl gamers to play. A majority of the companies developing games aimed at the
female audience do not recognize the adult gamer, despite the fact that "nearly three
quarters of PC gamers are adults" (Wright "Video Gaming" 2). The girl gamer
movement is making progress to increase awareness of the female gamer; however, instead of
blocking the adult female gamer on gender lines, they are neglected because of their age.
Most girl games are aimed at the pre-adolescent girl, giving rise to the second major
reason girl games have been virtually unsuccessful: games are, frankly, stereotypical and
cheesy. For example, the first title released by HerInteractive was "a game about
finding a date for the prom" (Weil 7). The games developed so far are not at all
socially significant. Developers and designers are having trouble moving away from the
idea of just adding a little pink to the cover of a box and saying it is designed for the
female gamer. Instead of giving female protagonists the tools and skills to outsmart and
defend themselves from the enemy, they are, inevitably, given little more than "a
purse, complete with compact, lipstick and credit card" (Weil 10). The games
reinforce stereotypical and often sexist gender roles in an attempt to satisfy the female
audience leaving gamers dissatisfied and bored: "most girl games today flounder
because theyre poorly executed, shallow and underrefined. The products can feel like
artless preteen musings, and to a certain extent, they are" (Weil 10). Instead of
trying to pacify women with "girlie versions" of games originally designed for
boys" ("Games Bad For Girls" 2), designers need to address the actual needs
and wants of the female consumer.
Outside the girl gaming industry, general game developers often address the needs of
female gamers by merely creating more female characters in games; those characters,
however, are more often than not demeaning and ineffective. According to a study done by a
child advocacy group based in California, "almost half of the best-selling console
games with female characters also promote unrealistic body images, provocative sexuality,
high-pitched voices and fainting" ("Games Bad For Girls" 1). Most often,
female characters are the victims or the enemy. As opposed to the main protagonist in
video games, their only purpose is to be saved or collected for a reward, or they are
meant to be "overthrown by the male protagonist" (Wright "The Gaming
Industry" 2). In addition, when players are given female characters to choose, those
characters are often equipped with weaker skills and weapons than the male characters
(Wright "The Gaming Industry" 3). Ultimately, not only are the games developed
for women ineffective and unrewarding, the female characters meant to appeal to women in
more male-focused games are unappealing and demeaning.
As mentioned above, what women gamers want boils down to the basic elements that
comprise truly successful narratives: age-appropriate content, character, and socially
relevant plot. Adult women gamers cannot be satisfied when the only games marketed
specifically for the female gender "are focused on activities such as shopping,
fashion, dating, and physical fitness" (Wright "The Gaming Industry" 3). If
anything, the gaming industry should be marketing more gender-neutral games as opposed to
categorizing gamers according to age and gender. Focusing on stereotypical gender-based
contents makes video games unappealing and limiting.
Women want realistic female characters that are not sexual objects but are strong
heroic protagonists. Female characters do not have to be Barbie clones to be successful
and engaging. For example, in "The Longest Journey," the Norwegian adventure
game, the main character is April Ryan, a young but realistic heroine, "with a
down-to-earth wit to match" ("The Longest Journey" 2). Women gamers do not
want to see the female body gratuitously exposed or objectified. Female characters should
be equipped with the same skills and weapons as their male counterparts, founded in the
same reality as their male counterparts, attaining socially relevant goals. Some games do
fulfill these expectations; however, the tendency of game design is to place female
characters in the stereotypically weaker role.
Games based around those socially relevant goals will appeal to both genders, allowing
for fulfilling and attainable rewards and conflict solutions. Women want emotionally
engaging plots instead of quick-response games in which the main objective is to act
faster than the other character (kill or be killed, for example). Females are not
satisfied with visual rewards, they "require emotional resolution" (Weil 8).
Women need a goal or cause about which they can be passionate. It is all about the
storytelling. Without the foundation of an engaging narrative, many women gamers are
relatively unsatisfied with their video gaming experience. An abundance of research has
shown that most women gamers want captivating narrative structures and socially
significant objectives, elements that have proven to appeal to all audiences, male and
female alike.
Presented here is an unbelievably short summary of a fraction of the information
pertaining to women gamers available on the Internet and elsewhere. More than anything,
breaking down the misconceptions many have about video games and specifically women gamers
will expose the gaming industry to a completely untapped consumer market, opening up the
video gaming realm to women and improving the quality of narrative in all video game
genres.
Works Cited
"Games Bad For Girls?" GameGal: Video and Computer Games for Chicks,
Women, Girls, and Divas. <http://www.gamegal.com/childrennow.htm> (26 April
2001).
Lowenstein, Doug. Interview. WomenGamers.Com. <http://www.womengamers.com/
interviews/idsa.html> (28 April 2001).
Riedl, Robert. Interview with Kathryn Wright. WomenGamers.Com.
<http://www.womengamers.com/interviews/
herinteractive.html> (28 April 2001).
"The Longest Journey." GameGal: Video and Computer Games for Chicks,
Women, Girls, and Divas. <http://www.gamegal.com/longestjou_pc.htm> (26 April
2001).
Weil, Elizabeth. "The Girl-Game Jinx." 21st Salon: The Culture
of Technology, The Technology of Culture.
<http://www.salon.com/21st/feature/1997/12/cov_ 10feature.html> (22 April 2001).
"WomenGamers.Com, The Website." WomenGamers.Com.
<http://www.womengamers.com/about/> (28 April 2001).
Wright, Kathryn. "The Gaming Industry & The Female Market." WomenGamers.Com.
<http://www.womengamers.com/articles/market/html> (28 April 2001).
Wright, Kathryn. "Video Gaming: Myths and Facts." WomenGamers.Com.
<http://www.womengamers.com/articles/myths.html> (28 April 2001).