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Selling gaming to girls
Copyright (c) Noelle
Adams. All Rights Reserved.
Despite
an increase in the number of game-playing girls, recruiting
more women to the gaming fold remains a hot topic. Publishers
want to propel their profits by targeting the other 50% of
the population. Gaming guys want to share their passion with
the opposite sex. And women who already play games want to
know they’re not alone.
Yet, it’s counter productive to rant about the need for more
women’s games. After 20 years of debate, no one has yet been
able to successfully define “a girl’s game”.
The
standard argument is that women gravitate towards non-competitive
titles that accommodate experimentation. Newcomers, just dipping
their toes in the gaming paddling pool, don’t want to drown
for simply mistiming a stroke.
There’s
certainly evidence to support this theory. The open-ended
Sims series, where players largely set their own goals, is
massively popular with women. Casual puzzle games like Bejewelled
have a huge female following.
But
for every woman who devotes hours to Minesweeper, there are
girls satisfying their gaming appetites with traditionally
masculine fare. All-girl, competitive gaming team, the Frag
Dolls, dominate at Rainbow Six, Splinter Cell and Ghost Recon.
It’s
impossible to pigeon-hole female gaming tastes. Just like
guys we enjoy a mouth-watering mix of flavours when it comes
to our entertainment diet.
Game
choice is not a barrier to female gaming. Neither is technical
inexperience. Many women are clued up about digital lifestyle
accessories like cell phones and iPods. Gaming equipment could
easily join that list.
In
reality, marketing is the make-or-break issue. If you want
women to play games you need to ‘sell’ the pastime to them.
The
first thing to do is shatter gaming’s ‘Boys’ Club’ association.
That means an end to macho, posturing adverting. A recent
TV commercial for a popular football game consisted of drunken
louts slurring a speech about graphic realism. The ad was
supposed to make game-playing appear fun. Instead it reinforced
the horrible misconception that the pastime is a male-only,
socially challenged activity.
The
female gaming ‘cause’ would certainly be helped if women’s
magazines widened their scope beyond designer fashion, dating
and diets. Despite movie and music coverage, these publications
have been stubbornly resistant to a gaming section, arguing
that the topic is irrelevant to their readers.
A
recent exception is worth noting. Last year British Glamour
magazine ran a tongue-in-cheek advertorial on the Nintendo
Wii as the ultimate Girls’ Night accessory. Instead of embracing
the article as pro-female gaming, gamers ridiculed it, and
sniggered sexual innuendo about the Wii remote. The Wii was
dismissed as ‘effeminate’, and similar scorn was shown for
Sony’s limited edition pink PS2s and PSPs.
A
feminine colour change may be an overly-simplistic attempt
to attract girls, but the snide reactions it drew highlight
the most crucial need relating to girl gaming: a change in
attitude. Playing any game, on any platform, has to be accepted
without judgement. There are curious women loitering on gaming’s
doorstep, and when these ladies develop the courage to ring
the doorbell, we have to be there to welcome them.\
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