Wednesday, July 28, 2010

Women In Gaming

As a gamer who has an older sister who consistently is able to best him at games such as Tekken, Ridge Racer and World of Warcraft, I found the idea that women find it harder to get into games which have high access barriers ("hardcore" games) extremely interesting.

Our parents were employed when we were younger, and so my mother bought a NES for my sister and I when we were extremely young. I must have been about two or three, and my sister four or five, when we were casually smashing away at Street Fighter 2, trying to pull off Chun Li's Spinning Bird Kick. My sister is now better at most video games than I am (and most of her male friends as well) and I have an inkling that our early exposure to video gaming could be the reason.

Most girls aren't given a Nintendo or a Playstation when they are younger, socialised instead to play with dolls or whatever else they are given. Video gaming is seen as violent and, by corollary, non-feminine.

Now fast-forward about twenty years. In a society where failure is seen as the worst thing that could possibly happen, we tend to forget that "sucking" is extremely important in the learning curve.



It is rare that you will find something which you are good at immediately. As a kid, you are allowed to suck. Adults don't have the luxury of sucking: it is something which we are to fear and avoid at all costs. Thus, women who haven't been primed to playing video games from an early age end up in a similar state to your mother when she tries to send an email: confused, inept and feeling that they will never be able to move past their ineptitude. They aren't given the space to become good, and they abandon the pursuit of video gaming.

This, I feel, is the reason why there are fewer women who play video games.

3 comments:

  1. Hey Paul - just a tip on embedding YouTube videos into the blog: before grabbing the embed code off YouTube just change the width to 400px (or less) in the custom size option - then it will sit nicely with the sleek lines of our blog layout.

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  3. The point about failure is really interesting. It reminds me of an article about "the undo generation" which suggests that kids who grow up with technology are also braver in 'real' life because they can easily undo/delete mistakes or restart with a game. "This familiarity with interactivity and with life in an environment in which technological change is the only constant, means that this generation has no fear or inhibition to new possibilities". see "I am what I play: Participation and Reality as the New Constant" by Jan-Willem Huisman and Hanne Marckmann...I think it's a chapter in a book tho not sure, was part of a course reader for the video games paper over summer...

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