Girls play games
Lately it's nearly impossible to tool around the gaming side of the 'net without bumping into a news story or blog post about girls and games. It seems clear that games are bad for girls. Equally clear is the fact that games can be good for girls. One major problem is that the industry ignores girl gamers, except when it caters to them. Games designed for girls are getting better; games designed for girls are getting worse; designers need to stop designing "games for girls."
I initially thought I would offer my "take" on all this--after all, that's what we bloggers do, right?--but the deeper I dig and the harder I think about it, the more I realize just how silly that would be. Not because I'm a guy who's not entitled to an opinion on the issue (though I confess to feeling a bit of that), but because there is no "take" to be had. It turns out, there are many "takes," and the real picture of girl and women gamers looks rather more like an intricate mosaic. Despite the best boil-it-down efforts of dozens of websites and blogs, complexity confounds the nifty sound bite.
So instead of offering yet another "what do women gamers want?" treatise, I thought it might be useful to sample and feature a few of the more thoughtful essays devoted to the subject of girl and women gamers from various sources. This is by no means a comprehensive collection, but I believe it represents a fair sampling of various points of view. If I've missed one you consider essential, let me know and I'll be sure to include it.
- First a little something to set the tone: a delightfully subversive feminist parable courtesy of Saturday Night Live (Dec. 6, 1997) called Chess for Girls: (Update: According to Youtube: "This video is no longer available due to a copyright claim by NBC Universal" - sorry)
This skit inspired a chapter in From Barbie to Mortal Kombat: Gender and Computer Games, edited by Justine Cassell and Henry Jenkins, a portion of which can be read online here.
- Using "chess for girls" as a reference point, gaming blog Castle in the Air complicates the question of what women want from games by suggesting it's the wrong question:
- Here’s the main reason the question of “what women want” is stupid: We all want exactly the same thing from our games. Oh, some of us may prefer puzzles, others strategic board games, and still others vicious PVP, but what we really want is fulfilling entertainment. More...
- In Playing the Games of Love, Japanese journalist Chiyono Sugiyama writes about the popularity of dating game simulations among women in Japan:
- <game designer> Uchida said: "Many women told us that, after they finished getting to a
romantic ending with one character, they felt guilty about focusing on
a different male character than the first one. Some said the male
characters seemed to be vividly true to life. That's a real compliment
for us."
- <game designer> Uchida said: "Many women told us that, after they finished getting to a
romantic ending with one character, they felt guilty about focusing on
a different male character than the first one. Some said the male
characters seemed to be vividly true to life. That's a real compliment
for us."
- Ubisoft announces new line of Imagine games targeted at 6-14 year-old girls:
- Imagine™ Fashion Designer invites players to become hip Manhattan designers.
- Imagine™ Animal Doctor puts young players in the role of a veterinarian.
- Imagine™ Babyz® is the first simulation game focused on caring for babies.
- Imagine™ Master Chef allows players to create recipes from all over the world.
- Imagine™ Figure Skater, players live the life of a champion professional figure skater.
- Ubisoft's announcement prompted outraged responses from ParentDish and Wonderland:
- Honestly, I think I'd rather have my daughter blasting aliens with a machine gun than playing a game that reinforces gender stereotypes that are so outdated, it makes games like "babyz" look downright absurd.
- I would love to know what else Ubisoft is doing for girls, other than shopping, fashion and pets. Anything? It's a bit ironic that the series is called Imagine, and yet Ubisoft is demonstrating a distinct lack of the stuff here. As Brian brilliantly said, "what's next, Imagine: The Glass Ceiling?
- University of Texas study looks at girls and video games Among the findings (I only report 'em folks, I don't write 'em):
- Many game programmers and artists do not want to work on 'girl' games or serious games.
- Those who are willing to try have an extremely difficult time thinking 'girl.'
- [Games for girls need] to be nonviolent with lots of role playing, age appropriate adventure, a peaceful buildup and a rewarding conclusion.
- Despite reports of its demise, social satire LIVES! Dangerous High School Girls in Trouble is an RPG where "good girls get better by being bad!":
- Steal into the underbelly of your hometown. Confront oppressive adults and malicious peers. Defeat their avarice with naughty little games. Win useful tools like lip rouge, crowbars, boyfriends, and cigarette lighters.
- Halo 3 leaves girl gamers in the dark:
- A game doesn't have to be packaged into a Bubble Gum Pink case with purple and yellow flowers everywhere for girls to like it. All it has to do is have a little feminine appeal. Here are some ways Microsoft and Bungie could have turned on the light for Girl Gamers while keeping up their image with the fanboys...More
- The Official Shrub.com blog has created "Geek girl" stereotype Bingo, a scorecard for use whenever you come across an article or blog post dealing with women and gaming, technology, science, etc.
- "It's Just a Game" from the Feminist Gamers blog addresses why sexism in video games matters:
- Sexism in videogames may not be the most crucial issue on the top of the feminist agenda, but it’s not entirely unimportant, either. And to be told that there are areas of our culture that should be magically exempted from feminist critiques is a request that smacks of desperation.
- Two essays (among others) from The Escapist deal with women in games. In Women Monsters and Monstrous Women, Bonnie Ruberg addresses the question of representation:
- Should we be pushing for equal representation as the gaming other in
the same way we push for equal representation as the gaming self? Why
do only men get to be the bad guys? We still have to keep in mind that
most gamers are male. Do we really want to provide more women for them
to hunt down and kill? Of course it looks bad, but in the end, is it
really any worse than killing men? These issues, while important,
remain relatively unexplored. Like many questions of gender equality,
they have no easy answers.
- Should we be pushing for equal representation as the gaming other in
the same way we push for equal representation as the gaming self? Why
do only men get to be the bad guys? We still have to keep in mind that
most gamers are male. Do we really want to provide more women for them
to hunt down and kill? Of course it looks bad, but in the end, is it
really any worse than killing men? These issues, while important,
remain relatively unexplored. Like many questions of gender equality,
they have no easy answers.
- In Holding Out for a Heroine, Erin Hoffman has a dream:
- Somewhere in the uncharted plains of videogame potential, in the
wild primal cloud of yet-nascent human ideas, is my perfect heroine. I
don't know what she looks like or where she's from, but I know she's a
manifestation of despair and triumph, of trial and overcoming, of
badass throw-down and ephemeral grace. She's a creature of fire and
passion tempered by intellect, of depth and history and complexity. She
will surprise me and challenge me, and when we bring down her
arch-nemesis - perhaps a phantom from her past, perhaps a threat to all
she stands for - our unified victory will be unmatched; the world will
echo with the lamentation of our fallen foes.
And I know she has never seen life on the screen.
- Somewhere in the uncharted plains of videogame potential, in the
wild primal cloud of yet-nascent human ideas, is my perfect heroine. I
don't know what she looks like or where she's from, but I know she's a
manifestation of despair and triumph, of trial and overcoming, of
badass throw-down and ephemeral grace. She's a creature of fire and
passion tempered by intellect, of depth and history and complexity. She
will surprise me and challenge me, and when we bring down her
arch-nemesis - perhaps a phantom from her past, perhaps a threat to all
she stands for - our unified victory will be unmatched; the world will
echo with the lamentation of our fallen foes.
- Finally, Girl in the Machine has a fascinating piece called Live in Purity and then Die which analyzes the PS2 game Fatal Frame (AKA Project Zero):
- Fatal Frame is, in my opinion, one of the most terrifying experiences on the Playstation 2, beating its two sequels by a landslide when it comes to scares. Its estrogen-enriched cast is one of its many perks, and a storyline that details young women overcoming the cruelty brought upon them by old, superstitious tradition is a more than relevant parallel to the experiences of women today.
As I said, these merely scratch the surface, but I hope they're a useful snapshot. If game designers were half as interested in these questions as bloggers, I wonder how different the video game landscape would look.

Thanks for including me in the link roundup!
One of the projects I'm currently working on is creating a directory of female gamers, so if you're interested in reading more about women and gaming, that's a good place to start:
http://directory.theirisnetwork.org
Also, if you wanted to add any blogs, livejournals, and/or sites by female gamers that aren't yet in the directory that would be awesome :)
Posted by: tekanji | October 15, 2007 at 06:22 PM
Brilliantly put! I'm so tired of other guys who think that they have some God given right to comment away on issues that (lets face it guys) we really have very little of anything new to say about.
Lets toss the discussion over to some people who actually have some knowledge or experience in the area of girl gamers.
Thank you for such a well-rounded informative post!
Posted by: Ben Abraham | October 16, 2007 at 02:04 AM
Thanks for including a link to my post in this fascinating collection of articles. As you say, the topic of women and gaming is downright ubiquitous. I especially enjoy your particular collection of links here as it hints and the breadth of opinion on the subject . . . and especially the number of different people who have a stake in it: marketers, developers, female gamers, male gamers who care about women, parents with children of both sexes who play games, and so many more.
I realize you don't necessarily want to add more noise to the signal, but I'm sure we'd all be interested in your own take on the subject.
--Alec
Posted by: Alec Bings | October 16, 2007 at 07:10 AM
Tekanji: Glad to be of help and best of luck with the directory. You've got a lot of sites in there!
Ben: Many thanks for your thoughts on this. There seems to be something about the web that entices people to go off half-cocked on whatever issue that provokes them. I confess I've sent a few emails I've regretted over the years, so I don't claim to be immune. Something about the immediacy of the SEND button or the POST button, I guess. Anyway, I appreciate your support.
Alec: I love your recent "gamer taxonomy" post on Castle in the Air. Delightful. I believe I too am Homo ludens ecclecticus, though of late it's more like Homo ludens sans-chronoticus (not enough time to play)!
It didn't occur to me to think about how many players have a stake in this game, but you're right, and I'm sure that adds to the complexity of the issues surrounding women and games.
As for my take, I do think the images we present, especially to our children, matter. I don't necessarily think they affect behavior (not sure about this), but it does trouble me to see video games continue to portray women in all the stereotypical ways, reinforcing all kinds of ridiculous ideas. Designers should be free to continue down this road if they choose, but I wish more mainstream designers and publishers would choose a different, more interesting, more intellectually stimulating path of characterization and narrative. Until they do, how will we ever know if a female audience exists for these games?
P.S. I love the Phantom Tollbooth. Is "Alex Bings" from there?
Michael
Posted by: Michael Abbott | October 16, 2007 at 01:17 PM
I wanted to mention a slightly different form of entertainment for girls called TyGirlz. I work with Ty Inc., and I found this article interesting since they have released a new series of dolls that activate a virtual personality for online games. I think female audiences of all ages do exist for gaming, and now we're going beyond just the video game cartridge. It's definitely a new and exciting time for girls and technology! You can see more about it at www.tygirlz.com.
Posted by: Alli | October 16, 2007 at 05:07 PM
Alli: A cursory glance at your comment made my spam/delete trigger finger a bit itchy, but you clearly identify the fact that you work for Ty and your message is relevant to the topic. I checked out the Tygirlz site and, well, it certainly is PINK!
Thanks for posting and for visiting.
Michael
Posted by: Michael Abbott | October 16, 2007 at 05:52 PM
get me a ds please
Posted by: courtney | March 31, 2008 at 06:01 AM
There are girl sites that are not just complaints about games. I offer here an example.
I think they do a great job of showing how girls have expectations for gaming too. They dont really need the pink to be attractive to girls.
Especially me. I hate pink. I avoid it.
Anyways, Dot ( the lead writer and owner of the site) has great perspective. It's not just a site for girls, guys are welcome.
They have a " Gender Bender" section where a guy plays games meant just for girls ( or women) of various ages and tells us what he thinks of it.
Thank you for giving me something to think about with your various links and opinions.
Posted by: Leanne | April 17, 2008 at 02:54 PM
Thanks for the link, Leanne. I hadn't heard of this site before. Looks very promising. Plenty of pink! :-)
Posted by: Michael Abbott | April 17, 2008 at 10:04 PM
This is probably the best summation of "female gaming" as it exists in this country. I don't think I've ever read an article on this subject that didn't utterly offend me within the first two sentences. I'm a girl and I've been playing videos for most of my life, yet I really don't have much of a fuss with how they pander or don't pander to me, and frequently don't relate to it as an "issue" at all. The only times I ever feel alienated by the market is in the most gratuitous use of thusly-labled "male sexual fantasies" (whatever that truly means or describes) to lure buyers in advertisements... and even then it depends on how that's being done and with what aesthetic taste. This use of sexuality in game advertisement, forgive the play on words, isn't a turn-off for me as a female gamer, but I understand that it can be threatening, intimidating, or offensive to other women.
Jointly, I very seldom, if ever, notice the reverse (female sexual fantasy, we'll say) being used to market to women in gaming in the States, compared to the large amount of catering the Japanese gaming market does, by contrast. For either market, male or female, I find the manipulative edge a bit annoying as merely an individual.
I've felt for several years this is truly where the market divide is, not in the actual subject matter. If a woman finds a main character, a story, or a graphic style appealing, I feel she is more likely to buy, say, a "violent fighting game" than a game featuring the quaint and mellow charms of raising a virtual baby or playing pet vet. Pardon the scornful language, but those are offerings I am genuinely offended by, as opposed to something like Dead or Alive Xtreme2, which I am truly of no opinion about. Apologies for the long-winded rant.
Posted by: Elly | May 01, 2008 at 03:56 AM
What this country needs is a dime that will buy a good five-cent bagel.
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Posted by: IssuendDeeree | May 05, 2008 at 02:33 PM