Showing posts with label Women. Show all posts
Showing posts with label Women. Show all posts

Tuesday, October 23, 2012

Why is Your Blog Purple?

Why is it that every 'games for girls' site is pink? I mean we are talking about girls playing video games. Nine times out of ten that means smashing down gender boundaries. So why the heck do these sites start off with a hot pink layout? Isn't that in opposition to the point of getting girls involved with games?

Why not green? Black? White? Or heck, just do things the brute force way, and make them red and blue. Can't get any more 'in your face we are tough gals' than that, right?

Now purple is also seen as an effeminate color. Not quite as effeminate as pink. It's the less popular, but nevertheless vitally important  'color to use for girls when you are tired of pink.'

So why is this blog purple?

Well I'm only asking the question so that I can bring us to an interesting topic, which is tagging/branding. For reasons that can probably only be explained by group psychology, certain kinds of products end up having a certain 'look' to them. This look has several properties. First of all, it tends to evolve slowly or not at all- it's tenacious, a 'default setting', and hard to budge. Second of all, it helps us visually group products, making selection, navigation, indexing, evaluation, etc. faster and easier.

Instead of girl's toys, let's use shampoo bottles. How can you tell the difference between a shampoo bottle for women, and a shampoo bottle for men?

I'll tell you how. They both provide visual clues. Sometimes the female bottle is more sensuous. Sometimes it has softer curves. But more often than not, these subtleties are unnecessary for anything but the most artistically designed bottles. After all, they're a little harder to notice from afar. If you want to call someone's attention over from halfway across the room, and you want them to walk to the right side of the shampoo shelf, there is one tried-and-true property that humans can spot from pretty darn far away. Color.

Thickening Shampoo

That's the sum of it. Color helps us sort. Color helps us find what we need. Color is fast, color is easy, color is convenient.

More importantly, humans like to sort. We are pattern matchers.  Our brains work best when we can group things. Humans like help digging through all of their choices. Humans like having decisions made easier for them- especially when they're only half paying attention in the first place. Imagine if every bottle in the store looked the same, and you had to look through each and every one and read the ingredients on the back to find the product that helped give you bouncier curls. And heaven forbid there should be curl-bouncing ingredients on more than one identically looking package! How are you going to decide!?

 Girl toys are packaged in pink because once the convention started, it made it easier and easier to find toys that were most-likely to be appealing to girls in the way everyone assumed was most-normal. After that point, any package not in pink would accidentally and swiftly get shelved into the excluded-from-products-I-need-to-look-through category. These quick mental heuristics, which helped people shop for their girls, created the wrapped-in-pink thing. No product could compete with a near-identical product in pink- Not because pink was 'better', but because without the pink it couldn't be found.

A big chunk of my research is devoted to studying this phenomena, because my target audience is ladies. Ladies who have extensive shopping experience and well-trained mental heuristics to narrow down what products are for them. Which means that if you throw a video game at them in all the normal video game trappings, not a single dame is ever going to touch it. She's too efficient. She can't bother with packages that don't meet her mental model. She doesn't have time to waste on you, just like she doesn't have time to waste on the six thousand masculine first person shooters out there. There are too many products out there vying for her attention.

So you have to find the proper clothing to dress the video game in. You have to meet her mental model. You have to let her know, by the external features of the package, that this product is intended for her. That this is a female product. You need a voluptuous shampoo bottle with a video game inside it. You have to signal to her quick an efficient mind that this game (or whatever it is) should be placed in the 'products I need to look through' category instead of the 'products not for me' category.

Now here's the kicker. The appearance of the packaging is frequently unrelated to the object inside. More often than not, if you unwrap a covered-in-pink item from the toy story, you'll find that the interior contents are not-pink. The doll is dressed in red. Or green. Or yellow. Cause girls get bored of visual sameness much faster than guys, actually. The pink is not the product. The pink is a signal. A tag in the cloud of life. The pink is for sorting algorithms. The pink is not the staying factor, it's not even the hook! It's a tag. Nothing more.

A woman will sort the objects into a 'review this' category based on the tag. Then she will evaluate it's hooks through the title, easily accessible details, and exposed visual details. If hooked, she will turn it over and glance for any issues or problems, such as age unsuitability. But what will make her come back and buy it again and again and again will be her evaluation of what's inside. And usually she has to sort, get hooked, evaluate, buy, and bring home long before she actually gets to the insides.

So why are girl gamer sites pink? To let you know you're in the right place. And why is my blog purple?

Because I am Gaming Imperatrix, and purple is traditionally the color associated with the Roman Emperor.

...

What did you think I was going to say?

...

Look up Sumptuary Laws of Ancient Rome. Only the Emperor was allowed to wear purple, so one could quickly and easily distinguish individuals based on rank. Kinda like identifying shampoo bottles.

Thursday, October 18, 2012

So What is Agon and Alea?

Agon and Alea is a game for ladies. It's about heroes and companionship. It's on the iPad and uses new technology ("Augmented Reality" to bring a small digital character 'into' the real world, so she can see it standing on her hand (A bit like the Holodeck from Star Trek). This character is a social and emotional toy one can play with, and a little like a digital child, boyfriend, and pet all wrapped into one. Agon and Alea is also an adventure game in which women coaxes this character through story obstacles and enemies to save the day.

When I started Agon and Alea, I put off starting my blog for about a month. I had no inspiration to write anything. Then one day, in the midst of frustration and uncertainty, I logged in to www.blogger.com and began vomiting my feelings and thoughts out into text. This kind of writing is really neat, really therapeutic, really enjoyable- for me. I read my own stuff, and I remember exactly how I felt- it's like a diary of my emotions, my highs, my lows, my epiphanies. Re-reading it is a real big emotional booster for me.

But then some days I just wanna get online and write down the whole cohesive narrative of what the heck I'm doing- instead of tossing around thought vomit ;)

So, what is Agon and Alea?

Graduate school is a doozy; I'm expected to change the world. I came in 'just wanting to make games.' Research sounded stupid. I wanted to make what I played, and play what I made. Strategy games. Horror games. Normal games, I now realize, but better than they had been done before.

Then my Teacher/Mentors stopped me in my tracks with a brick wall of graduate-level questions. I smashed into that wall over and over and over again, crying some days I was so confused about what I was doing wrong. Was something wrong with me? Was I just incapable? Why couldn't I figure out what he wanted me to do?

He didn't want me to do anything; he was trying to make me think about games. This wasn't to say I was adverse to thinking; quite the contrary! Actually, the issue was that we take for granted what we know, and it prevents us from exploring.

Somewhere through my first quarter here at SCAD, I began making breakthrough after breakthrough. Everything about my games changed. The gameplay became richer, more interesting. People started getting excited about what I was doing. I started getting excited about what I was doing. I started off thinking that some of the exercises I was being put through were just that, exercises.

My teacher would ask me to design a game for small children using unique input devices. Blah. That's not a horror game. That's weird edutainment stuff. I got in to this major because I liked Bioshock; not for LeapFrog.  But once I gave it a try, once I pulled out all the stops and really let my mind explore, I started coming up with some things I'd never seen or heard of before. The stuff I was coming up with? Actually meant something in the grand scheme of things.

I meant something. I had power. I could change things. I could invent a product that altered how people thought about something. Me, a game designer! I'm no surgeon, no rocket scientist, no lawyer, no judge. I'd told myself on occasion- whenever I was struck by the thought that 'video game design' and 'novelism' seemed petty in comparison to 'rocket science' (which I would probably also be capable of doing) that I would never want to be responsible for a project where one small mistake could kill a person. Holy crap! Why did I have to tell myself that!? Did I feel like I was wasting my talent? Did I feel like I needed a reassurance, or an 'out', or some explanation for my waste, and that cowardice was an acceptable excuse?

Who knows what I had been thinking. But what I know now is that my chosen career path requires greater courage- and provides for the chance to make greater cultural change- than any rocket scientist ever could. Engineers don't put their stories, their messages, their immersive interactive experiences, into the homes and hands and hearts of today's children. Not really. Not like I can do. I am in an immensely powerful position. My mentor taught me that.

Agon and Alea is an amalgamation of everything I learned about myself and my talents in Interactive Design 101 here at SCAD. And a composite of everything I've learned since. It represents who I am, what I'm good at, what I'm passionate about, where the core of my heart is. For me, games are a way to make the fantastical, real. They let us leave the real world and explore an imaginative space- a fairy world- and then return home safe and sound. To me, each game is a Where the Wild Things Are or a Slumberland. And I'm really big about getting anyone and everyone to get up and let their curiosity lead them off into these worlds, so they can play and escape and relax and wonder for a bit.

Agon and Alea is a video game for ladies. My target audience starts one or two generations my senior and stretches up through the baby boomer dames. My observation is that these are a group of women who just don't get enough play time. No one but Tide Bleach and Better Homes and Garden advertises for them. No one is encouraging them to play, wonder, escape, or relax- unless it's the time share industry (And the damsels and dames I'm aiming for are way too clever with their finances to get sucked into unnecessary time shares.) Even cruise lines prefer to target her children and husband over her and say - "Look, your family will have such a good time, so you should buy this!"

I've been conducting research on my target audience for awhile now. I'm looking both at women in this demographic who already game, as well as women who aren't drawn into gaming- and why. I'm trying to figure out how to make a video game that does something for her akin to what TV dramas do for her- but interactive instead of passive.

Now this is where the research comes in. Because anyone (and I do mean anyone) can look at what I've said about and quickly summon together an opinion about women. I often gets stuff like... let's see... "Hold on a second, you should know that women are more motivated by their families than men." Or "Women just enjoy passive media more than men." For some reason, people can snap together a gut instinct on the issue to explain away the current state of things faster than on almost any other topic.

But that's what my Mentor was telling me all that time ago when I started out my video game quest. You are taking what you 'know' for granted. My job is to stop taking all this 'common knowledge' at face value.  I am disinterested in what women are, or what we know them to be like. If women are one thing, a known constant, an unchangeable pillar, than there are no new products we can pitch to her. If she can't be altered or swayed, if she has no unmet needs, or if her needs are unmeetable, than we have nothing- as designers, developers, producers- to offer her.

But this is not the case. The minivan, tupperware, the microwave, the cellular phone, the right to vote, the dress suit, organized sports in elementary schools- these things changed what it means to be a 'woman,' a 'mother,' etc. forever. These products built on pre-existing utilitarian objects, but they opened up new channels, new forms of culture, new ways of being that previous products never had.

Designers changed culture by designing new and previously unthought of experiences for ladies.

Which means that if I stop accepting the face-value assumption that what women need is a faster can opener, and I start looking at the underlying requirements of her life, I can come upon the startling realization that she doesn't even need cans at all- she needs plastic tupperware. Alternatively, if I stop answering 'why don't women play games?' and I start looking at the underlying requirements of her life, I can find a need that only games could ever possibly meet.

My job is not only to question common knowledge, but to actually ignore facts (effects) about women all together and reach down to find out the forces that drive her. Women love collecting fashion objects? Okay. Why? What does that satisfy in her? What is she longing for? What does she lack? Who did she inherit this practice from? her mother? Her grandmother? Her friends? What need did it satisfy then? How was she first introduced to it?

Zynga asked those questions and realized that women didn't need a game about shoes. They wanted Farmville. They just didn't know it yet.

So Agon and Alea is a game about companionship, social play, emotions, moods, and heroes. It gives a woman a character she can respect- like the protagonist of a TV serial drama- but makes that hero small and slightly vulnerable to her and her alone. He (or she) needs the player's attention and care, and in exchange he is capable of great feats of intelligence, craft, acrobatics, strength, honor, and bravery. He is a character the player can take seriously, drawing in an audience that otherwise despises cartoons and mindless play. A character like Captain Kirk; or the protagonist of I am Legend; or Gregory House.

The character is unique to her, and remembers what she tells him. He has needs, wants, desires, habits (good and bad) and personality quirks. Some can be trained out of him/her; others he will convince the player to accept. The character is intelligent enough to analyze the player, and complex enough to be analyzed by the player, as both attempt to optimize their relationship while at the same time pressing their own needs. He is devoted, loyal, and while occasionally grumbly or aloof, he will always rush to the player's defense in a time of need.

Oh, and she can take pictures with him on her shoulder and send them to her friends.

Agon and Alea is a digital doll, a TV drama hero, a miniature friend, a fun toy, an escape into another world, and a facilitator of play- not necessarily for a  lonely introverted woman- but really for any woman who needs to recapture a little bit of the magic they experienced when watching a movie like Indian and the Cupboard, or from when they once believed their Dolls came alive at night, or Fairies roamed in the backyard garden.

My project with Agon and Alea has another big fundamental component: Distribution. But I'll save that for another blog post. For now, just know that while we spend a lot of time designing this game, we spend a lot more time figuring out how to A) inform ladies about our product, B) get the product to the ladies, and C) lower her guard enough that she'll be willing to give it a try.



Tuesday, May 1, 2012

Gender Inclusive Gaming: Expanding the Market - Sheri Grander Ray

Today, instead of doing a blog post on an assigned reading, I'm going to talk about some material I picked up awhile back, but keep referring to constantly because of its usefulness.

When I first picked up Gender Inclusive Game Design, it was with a sneer of contempt. The cover art was kinda lame. The text was printed big and friendly, a few point sizes too large. The publisher is Charles River Media which, when it comes to game design books, is hit and miss.

Let me digress for a moment. There are only a rare few companies that publish books that deal with game design. And they are ALL hit and miss. There are so few books in the industry that you can't really fault these companies, as they're the only ones- period- who are making this material available in book form. On the other hand, a lot of their stuff tends to be fluff.

My Expectations

So, I picked up this book because I'm making a game for women. But I sneered. I sneered because I'm a prideful woman, I'm an alpha, I'm a yang, I'm going to own your butt in Starcraft and then dance on your shattered remains, I'm some kind of Xena Warrior Princes Feminist (in mental personification only, of course, I'm very weak physically ;)) who thinks we all should learn swordfighting and study the hard maths and sciences. I sneered because the very existance of such a book suggested that women and men were different. I sneered because I care about gender equality. I sneered because I hate any any all gender/sex-based cultural dimorphism, and this book was one I had to read because such dimorphism still existed.

I hated the book long before ever opening it. I didn't want to hear about how women weren't gamers, or women didn't like action, or women were opposed to violence. I felt that anything with meat in this book would be all about how women can't handle first person shooters and need nice happy games like Bingo; And if THAT wasn't the topic of the book, then it would just be a bunch of fluff talking about how women are misunderstood and marketing firms need to research them better.


My Life's Mission

Let me be clear: I believe men and women can- statistically- be on equal footing when it comes to video games. That we can both like the same games, play the same games, get the same pleasure out of the games- that games are a battleground on which gender stereotypes need to be battered down so as to cause positive changes in our culture as a whole. So the very IDEA of picking up a book that was going to tell me about how women were different from men was.... painful. The fact that it was written by a woman, who would be perpetuating gender inequality by writing it, made me even angrier.

I Read The Wrong Chapter First

It told me women responded better to more visual and auditorial 'bling,' like sparkles, and weren't capable of managing much on screen at once

I Kept Reading

Let me get something out of the way:
I Love This Book, And Continue To Reference It For Everything I Do

Alright, now that that is over with... I stayed with the book and kept reading it, because it was the only resource I had available. My initial impressions and assumptions were all wrong. This book was great.

The most important thing I have to say about this book is this: For the majority of its chapters, it studied the way women have become due to cultural factors, not the ways in which women naturally are. For example, I was used to hearing people talk about how women just aren't as good as action games as men. The author touched lightly on the evidence that might support such a claim, but also presented an alternative that absolutely blew my mind:

Women aren't bad at games. Women have less exposure to games. Less exposure means less experience. Less experience means an underdevelopment of gaming skill. Statistically, women are going to be worse at video games not because it is inherent to their gender, but because they weren't as well trained in how to play them.

And that simple idea grew in my mind, and reached all over the place, it took up .root in countless crevices, and supplied meanings for questions I'd never even thought to ask.

Why Don't Women Play Games?

Before I read this book, I always assumed that I played video games because video games were fun. Why wouldn't I play them? Now I realize that while this is true, there is a much more important, dominating reason why I play video games: When I was little, my father and grandmother played video games with me. I play games because I was exposed to games. Because they were passed on to me by my relatives, and later they were shared with my peer groups. In fact, I later sought out peer groups that shared the same interests.

And the startlingly obvious realization hit me: Entertainment pastimes are shared as a result of social influences. We are introduced to 'fun' by the people in our lives. Women don't play games, because people do not play games with women.

And yet, we have all these women sitting around, right next door to the hardcore gamers, bored out of their minds. What do women do for fun? Buy shoes?  No, really, think about it.  Men go shopping at a hardware store, or buy themselves new exercise equipment; you can't say that somehow shopping is women's form of fun like sports and games are a man form of fun.

The truth is that both women and men can shop for pleasure (Hardware, sports, exercise, cars, household appliances), preen themselves or their home for pleasure (Axe Body Spray, Hair Gel, Mowing the Lawn on the Riding Law Mower(depends on the man), Taking Care of his Car) , but they have special dedicated activities for fun (Sports and Games) that women have no counterpart for. When's the last time all the women in your neighborhood gathered together in a room to watch women's basketball? If you're like most women, the answer is: never.  Why?

Did your dad play catch with you as a child? Mine did.

The first group of human beings to get video games? Engineers. Engineers are predominantly? Male. Engineers are peers with? Men. Engineers pass their luxury time activities down to? Sons. Sons are peers with? Boys.  Rinse, Repeat.

Women don't play games because men do not play games with women. Or at least not early enough in their lives for it to matter.

This Book Is Old

This book was printed in 2004, and that's why I love it. It was printed before the casual gaming boom, when there existed no games for anyone even remotely of the female gender except for games bathed in gratuitous amounts of pink, and aimed towards six year olds.  Now-a-days when people want to talk about female gamers, they jump immediately to casual gaming, and say that men are hardcore gamers and women are casual gamers, men like action and women like sparkles, or something of that nature.

But this book remembers what it was like before casual gaming. This book explains what the situation was, so that you can understand why casual gaming exploded: It was the first time anyone designed games specifically for non-gamers, and made them easily available to women who were only willing to give the games a few seconds to entertain them before throwing them away, due to lack of previous familiarity or trust in the medium.

And if you look at it that way, you can see that it won't be particularly difficult now for women to close the gap into mainstream gaming, if someone designs the proper games to lead them there, if proper games arise that are passed through their peer groups, and end up in their hands, and deliver entertainment fast enough for them to commit to sticking around for awhile.  You can also see that clearly women needed something fun to do just as much as men did, and it's hardly a stretch to say that they can enjoy heart-pumping thrills that action games deliver.

I mean, women go to theme parks the same as men, and ride on roller coasters the same as men, right? And watch the same horror movies as men, right? This book answers that question. YES, women can enjoy action games, because YES women like thrills, but to get them into gaming, you need to attend to their game-skill limitations in today's present culture, and reel them in them through ease-of-use and word-of-mouth.  You need to infiltrate their social circle. You need to let them know you're for them.

I Could Go On For Hours

This book is chalk full of interesting insights, and I'd be hard pressed to enumerate everything it said and everything I learned from it. I keep it checked out of the school library and reference it constantly. It's not a gender inclusive game design bible or anything, but it gets me thinking. It presents problems, to which I can dream up the solutions.

 It helps me understand my gender. Instead of me getting frustrated with other women and just trying to make the games I like out of spite for gender norms, instead I'm able to see where other women are coming from, understand what I need to provide them, comprehend what they enjoy and what they fear, and figure out how to help them find my product.

I'm no longer a designer legislating what I want on to my audience. I'm no longer a serious game designer, forcing my message on you. Instead I'm a designer who can figure out how to give women something fun, how to make games their go-to for entertainment, and whose message will emerge naturally from the resulting games instead of ruining them. This book made me a better designer. It's not just my idea. It's my idea on your terms, with your needs, with your wants, with your limitations, with your strengths, in the way you want it, in the way you'll be able to appreciate it/enjoy it best.

A Couple Things I Learned

I learned that games are subconsciously designed to appeal to men; that the predominant design paradigms are paradigms that ward off women and draw in men (most of which happen without the designer even realizing it). I learned exactly what hyper-sexualisation is, and what to do about it.

I learned some facets of women that are partially nature, partially nurture: women tend to be better at parsing large amounts of static visual information than parsing small amounts of mobile visual information. That women tend to seek out motivation, explanation, planning, and compromise when it comes to conflict resolution, and therefore cannot be motivated by the sheer testosterone/estrogen rush of pitched combat as easily as men. They don't hate action or violence: but they want to use their brains and social capacities in order to solve problems, and they want to be told their motivation for enacting violence.

Mostly I knew that most casual gamers were women, but it never occurred to me that I could apply that fact in reverse. I mean this: when you think of women, you skew their skillset away from hardcore gamer towards casual gamer. To me that was big. You could stop saying "Women like this and that and the other" and start saying "Casual gamers like this that and the other, and since women skew towards casual gaming, you can apply lots of casual gaming principals to games-for-women- as long as you realize what you're doing- and achieve good results." Framing things that way took away all the negativity I felt towards Gender Inclusive Gaming. I understood for the first time that I wasn't designing my game for a gender, but for a newbie. I was making a gateway drug game.

I learned that the reason women have trouble independently penetrating the games industry, without peer introduction, has to do with social power and conflict-resolution tendencies. In most cultures, men will use aggressive behaviors to establish social dominance in a setting or conversation (including sexually offensive jokes). Not only will women not use these techniques, but they will typically either stop talking so as to resolve the conflict, become upset and offended, be the 'adult' of the situation and refuse to argue, or simply remove themselves from the aggressive environment to get away from the negative stimulus. Furthermore, gender stereotypes being what they are, because women are expected to be softer (or perhaps more mature?) than men, they are looked down upon if they employ the same aggressive behaviors as men.

This causes a migration of women from male-dominated environments to ones with less men, or at least where social aggressiveness is lower. For example: Women like action-adventure, but they tend not to display it in the same way as men. Not only do they tend to migrate towards representatives of the genre with better story lines, but they tend to latch on to unique representatives of the genre, or express it in different forums. Fanfiction.net is over 80% female, and the vast majority of fanfictions submitted to the site are submitted to fantasy, sci-fi, action, horror, or adventure genres. Star Wars, Lord of the Rings, and World of Warcraft all have large fandoms. 50 First Dates- A romantic comedy in an area you'd expect women to be posting in- has almost none.  Fanfiction is an area where women found so few men, that they were able to step in and take it over as their own.

(This phenomena can be seen in other industries. For example, women latched on to Anime and Manga when they were introduced to American culture. Anime is a cartoon, and Manga is a comic book: but you still see that traditional cartoons and comic books tend to be for male dominated audiences. Women latched on to a new area, rather than trying to penetrate into the male-dominated one. Less women also tend to play first person shooters, which is a function not only of the lack of motivation for violence, but also possibly of the fact that shooters are often optimally played with headsets, where women might experience more sexual harassment as a result of revealing their genders, and furthermore the character avatars are almost always male))

I also learned that culturally, women are smaller risk takers. They prefer to know everything they need to know ahead of time. If they feel that they cannot obtain this knowledge, they are less likely to try in the first place. Women like to have a plan; men are happier to jump in head first.  Casual Games mitigate problems caused by this, first by placing games in a safe environment (out of the arcade and into either the personal low-end computer, or the mobile device) where they will receive less social criticism in the event of failure, and where expenditures are low; secondly by lowering the consequences of failure in game; and thirdly by ensuring the controls are so simple that the woman can understand them within a very short time span, and is therefore willing to fool around with them.

Lastly I learned that the computer has historically been viewed by women as a productivity tool, and that programs designed for productivity, non-gamers and casual gamers tend to require only one capability of their audience: the ability to left-click.