Having read Squire's article about videogames, I've decided to particularly focus on the issue "girls and videogames".
First of all, I have searched for some historical or diachronical data: Squire reports that from a 1990 research only the 20% of girls surveyed had been found regular players. Things seem to have changed more recently, as it reads in the article of Prof. Jenkins "Reality Bytes: Eight Myths About Video Games Debunked ": he reports that female have slighlty outnumbered men players.
Looking for reasons for this change in playing trends, I have come across "Gender and Technology", a multi-disciplinar course taught via blog. An embedded lecture from a disegner of videogames for girls, Brenda Laurel, tells us that, grounding on a 2 years research (1998) with girls aged 8 to 14, the classic videogames "shoot 'em all" have been defined boring and not interesting by the majority of surveyed girls. Girls also added that they didn't find interesting the "boys" videogames characters. Laurel and her colleagues collected girls' desiderata about videogames, and then they designed a product called "Rockett's new school", which broadly consists in a visual novel. The protagonist is a girl who is entering a new school, facing all the social and emotional issues linked to finding oneself in a new environment.
A first possible implication: girls nowadays play more because there are videogames purposely addressed to them. The girls games' features include some sort of narrative structure, developed characters and don't display violence at all.
Other information I collected say that "In terms of game genre preference, it has been found that girls prefer solving puzzles more than exercising their eye-hand reflexes (Gorriz & Medina, 2000), which is boys’ favorite. Kafai’s research indicated adolescent girls prefer games that do not require quick-paced interactions (1996). Likewise, college males reportedly favor games
that require fast reactions (Sherry et al., 2001) while females prefer games they can play
quietly such as puzzle solving and trivia games." (Do Girls Prefer Games Designed by Girls?
Carrie Heeter, Kaitlan Chunhui Chu, Rhonda Egidio, Punya Mishra, Leigh Graves-Wolf, Michigan State University, November, 2004).
Moreover, girls games have been considered by the sample "better for learning" (ibid).
Have also a look at the following list of favorite games for girls :
Barbie Games (no need for details) , Cooking Mama (see above), Hanna Montana, The Sims (raise & care for a pet) , Sing-Star Pop, Be Bratz (a puppet similar to Barbie). (Source:http://kidconfidence.com/blogs/2007/11/28/video-games-for-girls/)
Suggested implication: game playing seems to confirm classical gender charactheristics (or stereotypes?). Boys like action, girls prefer stories, developed characters, and more quiet activities like problem solving. Boys=body, girls=mind?
As a conclusion, I cannot decide between these two different perspectives:
1) the one suggested from the above articles and researches: many (not all ) girls prefer these kind of games because of the natural existing gender differences, not to be necessarily seen as a negative (think at the preference for the "learning" and problem solving games).
2) the feminist perspective: many (not all) girls) prefer these games because, from the very moment they were born, they are fed with gender stereotypes: pink dresses, puppets instead than cars, dance courses instead than sport courses, and so on. When they have grown up, they have already developed some characteristics instead than others, thus they keep on choosing the same pattern of activities, also when they play.
Friday, 6 March 2009
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In response to the feminist perspective ...
ReplyDeleteEven it times pre-mass media, there were definite role expectations for boys and girls in most societies - these may not have been same from culture to culture and there are instances when some cultures are quite radical in their norms, however, overall, the nurture arguments have been tied very closely with nature.
I'm not sure if this means that if you expose girls to shoot-em-ups from day 1, you'll have a more balanced society, just in the way, it is a much reported observation that boys raised without male role models often have themselves don't have balanced relationships with the world around them.
I think that the feminist perspective is one that we need keep in mind - note the link to "socially just" instruction from the EDES readings: Good instruction should not perpetuate stereotypes, gender/racial biases etc regardless of whether it happens in face2face classrooms or video games.
ReplyDeleteReally interesting, thanks Veronica.
ReplyDeleteAs the father of two young girls currently developing their interest in gaming, I find it a tough one to get to grips with. As parents, we certainly don't want gender stereotyping to limit potential......so I'm loathe to buy them only a diet of Hannah Montana, Nintendogs, Cooking Mamma etc. Thing is, that's what they actually enjoy at the moment. Am I guilty of some nurturing crime? But, as (sort of) discussed over on my blog.......are grrrl games the answer?
ReplyDeleteA good question, Peter. Do we have the right as parents or educators to think for them and force their attitudes and tastes, even though we are really convinced by theories grounded on researches?
ReplyDeleteI really don't know. My son is 2 and a half and he wants only 'cars' in every possible form. I try to propose him other kind of toys, but he is really not interested. He seems to have a look at my proposals just to please me, then he comes back to his cars and trucks and train...
But I will keep on trying, without forcing him. I believe this is all we can do: showing them the possibilities, then they will chose.