A girl gamer describes a female who regularly engages in the playing of video games, role-playing games, or other games (colloquially referred to as "gaming"). This can be from the most casual interest to the most serious professional gaming.
Women in gaming Edit
The role of women in the games industry- as professionals and as consumers- has received extensive academic and business attention. Women represent approximately half the population but buy only a small share of all video games.
Finding the reasons for, and changing the content and how games are advertised to attract and change the percent of women buying games drives a lot of professionals to research and find solutions to improve the gaming industry. Many available articles argue for the improvement of the gaming industry to appeal to a more general audience and for females in particular .
The great majority of the people, who work on game development teams are males , particularly in the technical fields such as programming.
A study done in 2002 by Jupiter Research/Ipsos, found that teen females spend 30% of their gaming time playing action/adventure genres. The same question asked to adult players finds that women spend 26% of their gaming time playing the same genre of games.
Girl gamers as a demographic Edit
According to a survey done in 2004 by the Entertainment Software Association, 25 percent of console players and 39 percent of PC game players are women. Also, 40 percent of online game players are women, these numbers however include casual games.
According to another study conducted by the Entertainment Software Association in 2009, 40% of the game playing population is female, and women 18 or older now comprise 34% of all gamers. Also, the percentage of women now playing online has risen to 43%, up 4% from 2004. The same study shows that 48% of game purchasers are female (Entertainment Software Association). In recognition of the importance of the issues of women and girls as game developers and players, the International Game Developers Association, an association of companies and individuals in the games industry, has formed a special interest group on Women in Game Development. This is an active field of discussion and a topic in many conferences in the video gaming industry.
See also Edit
- Beck, John C., and Mitchell Wade. “Got Game How the Gamer Generation Is Reshaping Business Forever”. New York: Harvard Business School P, 2004.
- Bryce, J. and J. Ruttner, "The Gendering of Computer Gaming: Experience and Space", in S. Fleming & I. Jones, Leisure Cultures: Investigations in Sport, Media and Technology, Leisure Studies Association, 2003, pp. 3–22.
- Cassell, J. and H. Jenkins, "From Barbie to Mortal Kombat: Gender and Computer Games", Boston, MIT Press, 1998, pp. 54–56.
- ↑ 1.0 1.1 1.2 Article on Game Developers Conference 2003 panel on Women in Games
- ↑ 2.0 2.1 Article on Game Developers Conference 2005 panel on Women in Games
- ↑ Rosen, Jill. “The gender divide: video-gaming has been largely a man’s- or boy’s- world, but with games by and for women, that’s starting to change.” Sun. Baltimore September, 2008, Md.:C.1. Print.
- ↑ Garner, Beth. "GDC Q&A: Women's advocate, industry hero, Sheri Graner Ray." Gamespot.com 14 March 2005: n. pag. Web. 19 Nov 2009. <http://www.gamespot.com/news/6120413.html>
- ↑ Merripen, Clarinda. "Increasing The Bottom Line: Women's Market Share." Game Developer. 01 Feb 2005. 16. eLibrary. ProQuest LLC. ART INSTITUTE OF SEATTLE. 11 Nov 2009. <http://elibrary.bigchalk.com>.
- ↑ The Entertainment Software Association - Home Page. Web. 19 Nov. 2009. <http://www.theesa.com/>
- ↑ http://archives.igda.org/women/about.html
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