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"omg r u really a gurl"

Just wanted to add to my previous post. I had delineated a pattern that I see occurring all over the web, where companies end up ruining web sites when they try to make a profit off of them. Now imagine how much more profitable those companies would be if, rather than destroying a site with payment methods, they instead improved the functionality of the site through their influence? Passive cash generation still works, and sometimes it's better for a company to run a web site well and have lots of people visit it rather than trying to leach out a profit as soon as possible. It's about web influence, and that's what will matter with these companies in the future.

Anyway, we were assigned to take a look at this girl Danah Boyd. Well, she looks girlish, but she's still like 30 years old so I guess she's not in the league of our class. She's written some pretty cool papers, but I like this one the best. Read it now? I wonder- if this depth perception issue is supposed to hamper girls' performance gamewise, should they still have a handicap in non-twitch gaming? In example, will a female inherently be worse off at Counter-Strike, but have a level-playing board in an RTS scenario? It'd be fun to do research in this area, but god would it be hard to set up controls and find a good group of people to perform this experiment on.

You'd need a large group of both boys and girls, all with no prior video gaming experience, but with the same amount of drive (that's what Boyd meant by the socialization aspect- males are inclined to want to fight/win in video games, so it seems) to beat the games at hand. Not sure how you'd act out the experiment perfectly either. Everyone has their own learning curves. I guess you'd just need a large enough sampling that the extraneous variables would filter out.

Perhaps video games themselves aren't the best way to test this. Maybe depth-perception oriented tests would more suitably find our answer. Yet, would this really answer the question of why the world's gamers are very predominantly male?

Marketing-wise, such research could have a great impact on the video game industry. A smart publisher would ask its developers to design towards not a girly aesthetic but towards a female-oriented gameplay, taking into account the research's findings. Not to say games shouldn't cater to both males and females always. I just believe that the market for female gamers has yet to be fully exploited- though successful efforts are finally starting to be made.

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Comments (3)

That's an interesting experiment to set up. I never thought about what distinct gaming traits could be distinguished by gender.

I don't know if finding male and female subjects with the same amount of "drive" is really what you're going for in your experiment. Girls with the same need to win as the boys aren't the group that developers need to change games in order to attract, are they? At least by the information you're offering, that is a smaller group than all girls in general, so shouldn't there be a representative group of female subjects in order to create games that would appeal to more girls overall?

Interesting comments both, thank you. Abby, good ideas for shaping the 'experiment'

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This page contains a single entry from the blog posted on October 9, 2007 11:33 AM.

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