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Gender Inclusive Game Design Expanding the Market

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ISBN-10: 1584502398

ISBN-13: 9781584502395

Edition: 2004

Authors: Sheri Graner Ray

List price: $39.95
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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…    
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Book details

List price: $39.95
Copyright year: 2004
Publisher: Charles River Media
Publication date: 9/30/2003
Binding: Hardcover
Pages: 193
Size: 6.18" wide x 9.02" long x 0.79" tall
Weight: 1.496
Language: English

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. Sheri is currently a Senior Designer for Sony Online Entertainment.

Acknowledgments
Introduction
References
Females and Machines
Early Socialization with Computers
Commercialization of Behavior Patterns
Gender Differences in Attitudes Toward Technology
Gender and Software Design
Application of Concepts
References
Evolution of Female Characters in Computer Games
Early Character Representations
Challenging the 'Damsel in Distress' Concept
The Emergence of the Female Protagonist
The Rise of the Female Avatar
The Female Image--Contrasts and Compromises
References
Conflict and Conflict Resolution Styles in Game Design
Conflict Subjects
Conflict as a Definition of "Game"
Gender Differences in Conflict Resolution
Direct vs. Indirect Competition
Application of Concept
References
Stimulation and Entertainment
The Male Stimulation Response
The Female Stimulation Response
Emotional Stimulation
Tactile Stimulation
Application of Concepts
References
Learning and Communications Styles in Computer Game Development
Spatial Relations
Risk Taking
Electronic Communication Styles
Application of Concepts
References
Reward and Gameplay
Scores and Levels
Response to Error
Cooperative Play
Application of Concepts
References
Avatar Selection
The Evolution of Avatars
The Pyramid of Power
Token Character Classes
Representation of Avatars
Application of Concepts
References
Puzzle Games
Definition of "Puzzle"
Puzzles and the Nontraditional Game Audience
Application of Concepts
References
Online and Wireless Games
The Flexibility of Online Games
Reward Systems in Online Games
Story in Online Game Design
Improving the Online Game Design
Interfaces and Tutorials in Online Games
Females and Player vs. Player Games
Wireless Entertainment
References
The Design Document--A Case Study
Parts of a Design Document
Sample Design Document and Revisions
Product Overview
Gameplay Overview
Technology Overview
References
Women in the Game Industry Workplace
Why Does This Industry Need Women?
Examine the Company
Finding the Female Candidates
Supporting the Female Employee
Sexual Harassment
Benefits for the Whole
References
Influential Women in Computer Game Development
Anne Westfall
Roberta Williams
Brenda Laurel
Laura Fryer
Jane Jenson
Ellen Guon Beeman
Nicky Robinson
References
But What If the Player Is Female?
References
Index