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Defending Diversity
Or
Where do we go from here?
Women In Games 2010
Develop
July 15, 2010
• Started in the game industry in 1989
• Game designer for Origin Systems, Her
Interactive, SOE, Cartoon
Network, KingsIsle, CCP/White
Wolf, Kraft Foods and more
• Author of Gender Inclusive Game
Design: Expanding the Market
• Recipient of IGDA’s Game Developer’s
Choice award for community
• Hard Core Gamer
We’ve come a long way
• 1993 - First round table on girls and games at the
CGDC
• 1995 - Her Interactive releases McKenzie & Co
• 1996 - Mattel release Barbie Fashion Designer
• 2000 - IGDA establishes Women in Games committee
• 2000 – From Barbie to Mortal Kombat is published.
• 2004 - First Women in Games conference is held in
Portsmouth
• 2005 - Women in Games International established
• 2008 - Women in games estimated at 9-11%
- up from > 3%
• 2009 – No non-IGDA sessions on gender at
GDC
• 2010 – WiG conference rescheduled due to
lack of attendance
• 2010 – Gender issues in games referred to as
“old news”
Backlash
What is Backlash?
• Angry white guys
Backlash is not just angry white guys
• 75% of Hispanics feel there is too much
immigration in the US*
• 58% of African-Americans in the US favor the
outlawing of racial and gender preferences*
• 44% of non-whites in the US feel that affirmative
action policies regarding college admissions cast
public doubt on the achievements of minority
students**
* Los Angeles Times
** Newsweek Magazine
What Causes Backlash?
PROBLEM
NEWSFLASH!
Women play games!
ESA says 40% of gamers are women!
NEWSFLASH!
Women play games!
76% of casual game players are women
say Popcap Games and Spill Games!
* http://suttree.com/2006/11/07/casual-game-statistics-2/
?
We say:
“This industry needs more women!”
The industry hears:
“You have to hire women regardless of their
qualifications!”
What can we do?
Remove the fear
• Clear the confusion
• Emphasize the positive
• Claim business successes
Clear the Confusion
• Be careful with statistics
NEWSFLASH!
Women play games!
ESA says 40% of gamers are women!
FACT
~76% of all casual game players are women
FACT
~20% of all traditional game players are women
FACT
Average of 76% and 20% = ~40% of all gamers
are women
FACT:
This number cannot simply be applied to all
games!
Emphasize the positive
• Emphasize the business successes
Emphasize the positive
• Do not tell horror stories!
Claim the Successes
• Insist quality never be sacrificed for
diversity!
Take Responsibility
Reframe the message
What is diversity, really?
• Diversity is about recognizing, respecting and
valuing differences
• Diversity is about diversity of thought
Where do I fit in?
Where do I fit in?
• BE VISIBLE
• BE POSITIVE
• BE HEARD
Be visible
• Mentor Net http://www.mentornet.net/
• IGDA gatherings
• WiG, WIGI, WIG-SIG
• Speak!
Be Positive
• No horror stories
• Frame all answers in “how can we solve this
problem?”
• Be proactive
Be Heard
• Stay involved with WiG, WIGI and WIG-SIG
• Never be afraid to speak up
Taking it to the next level
• Reframe the Message
• Stay Positive
• Stay involved
We aren’t asking anyone
to change the industry.
We will change the industry.
Defending Diversity
Or
How To Piss Off
Everyone Equally
Women In Games 2010
Develop
July 15, 2010
Sheri Graner Ray
Studio Design Director
Schell Games
8716 N. Mopac
Austin, Texas USA 78759
sheri@schellgames.com
512.399.6400

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Defending diversity

  • 1. Defending Diversity Or Where do we go from here? Women In Games 2010 Develop July 15, 2010
  • 2. • Started in the game industry in 1989 • Game designer for Origin Systems, Her Interactive, SOE, Cartoon Network, KingsIsle, CCP/White Wolf, Kraft Foods and more • Author of Gender Inclusive Game Design: Expanding the Market • Recipient of IGDA’s Game Developer’s Choice award for community • Hard Core Gamer
  • 3. We’ve come a long way • 1993 - First round table on girls and games at the CGDC • 1995 - Her Interactive releases McKenzie & Co • 1996 - Mattel release Barbie Fashion Designer • 2000 - IGDA establishes Women in Games committee • 2000 – From Barbie to Mortal Kombat is published. • 2004 - First Women in Games conference is held in Portsmouth • 2005 - Women in Games International established • 2008 - Women in games estimated at 9-11% - up from > 3%
  • 4. • 2009 – No non-IGDA sessions on gender at GDC • 2010 – WiG conference rescheduled due to lack of attendance • 2010 – Gender issues in games referred to as “old news”
  • 6. What is Backlash? • Angry white guys
  • 7. Backlash is not just angry white guys • 75% of Hispanics feel there is too much immigration in the US* • 58% of African-Americans in the US favor the outlawing of racial and gender preferences* • 44% of non-whites in the US feel that affirmative action policies regarding college admissions cast public doubt on the achievements of minority students** * Los Angeles Times ** Newsweek Magazine
  • 9.
  • 10.
  • 12.
  • 13. NEWSFLASH! Women play games! ESA says 40% of gamers are women!
  • 14.
  • 15. NEWSFLASH! Women play games! 76% of casual game players are women say Popcap Games and Spill Games! * http://suttree.com/2006/11/07/casual-game-statistics-2/
  • 16.
  • 17. ?
  • 18. We say: “This industry needs more women!”
  • 19. The industry hears: “You have to hire women regardless of their qualifications!”
  • 20.
  • 21.
  • 22. What can we do?
  • 23. Remove the fear • Clear the confusion • Emphasize the positive • Claim business successes
  • 24. Clear the Confusion • Be careful with statistics NEWSFLASH! Women play games! ESA says 40% of gamers are women!
  • 25. FACT ~76% of all casual game players are women FACT ~20% of all traditional game players are women FACT Average of 76% and 20% = ~40% of all gamers are women FACT: This number cannot simply be applied to all games!
  • 26. Emphasize the positive • Emphasize the business successes
  • 27. Emphasize the positive • Do not tell horror stories!
  • 28. Claim the Successes • Insist quality never be sacrificed for diversity!
  • 30. Reframe the message What is diversity, really? • Diversity is about recognizing, respecting and valuing differences • Diversity is about diversity of thought
  • 31. Where do I fit in?
  • 32. Where do I fit in? • BE VISIBLE • BE POSITIVE • BE HEARD
  • 33. Be visible • Mentor Net http://www.mentornet.net/ • IGDA gatherings • WiG, WIGI, WIG-SIG • Speak!
  • 34. Be Positive • No horror stories • Frame all answers in “how can we solve this problem?” • Be proactive
  • 35. Be Heard • Stay involved with WiG, WIGI and WIG-SIG • Never be afraid to speak up
  • 36. Taking it to the next level • Reframe the Message • Stay Positive • Stay involved
  • 37. We aren’t asking anyone to change the industry. We will change the industry.
  • 38. Defending Diversity Or How To Piss Off Everyone Equally Women In Games 2010 Develop July 15, 2010 Sheri Graner Ray Studio Design Director Schell Games 8716 N. Mopac Austin, Texas USA 78759 sheri@schellgames.com 512.399.6400

Editor's Notes

  1. Backlash, at its heart, is caused by one thing….. Communication problems. How did this happen?
  2. Backlash can take many forms… we see this in our own gender. How many of you have heard someone say.. “Don’t wanna go.” or wrinkled their noses …
  3. Well let’s go back to the beginning….. Why did this movement start? It started whenwhen we started this movement… we were angry… we were frustrated… we felt slighted and discriminated against. It was this energy that caused us to meet together…
  4. Now this was necessary at the time. We needed to bring attention to the fact that there was a problem… however…
  5. At this point.. It’s become the frame for the term diversity.
  6. In the mean time…. news like this starts to come out.
  7. Then news like this starts to come out.
  8. So it’s become a mixed up message… one hand angry? On other moving forward?
  9. What our message is: HIRE MORE WOMEN! We need more women in the industry!
  10. What they hear; Hire more women regardless of qualifications!!!! And even further.. You have to hire unqualified women in place of qualified men!
  11. This directly threatens the quality of what the industry can produce .. Which directly affects the bottom line.
  12. .. And the idea that we want *something* to change.. And we all know that change is really scary… And this fear combined with poor communication and poor messaging leads to some really bad results.. For instance…
  13. Remove the fear.. And how do we do that? By improving our messaging.
  14. We have to clear the confusion
  15. So let’s talk about where this concept of 40% of all gamers are women.
  16. Diversity isn’t about angry white men.. It’s not about frustrated women… it’s not about discrimination or inequality.