Professional Documents
Culture Documents
Cultures
Week 9
Games in context:
gender and identity.
Williams et al 2008
Debunking Gamer stereotypes
US Research
40% of adults play games at least once
per week, compared to 83% of teenagers.
The average age of gamers is now 33,
spending $7.4 US billion on games in 2006.
67% of teens play games online.
www.split-screen.com
Everquest2 census
AV Player Age 31
80% Male pop
Anglo dominated http://everquest2.station.sony.com/pizza/images/Top.jpg
GamerDNA.com graphs Bartle's taxonomy against the popularity of class types for
Warhammer Online players.
Class
Bartle's taxonomy of
motivation rated against
player class and player
race in World of
Warcraft.
http://blog.gamerdna.com/
Race
1614 housholds surveyed
Close to 5000 individual responses
www.ieaa.com.au
The average age of an Australian gamer is 30 years
68% percent of Australian play digital games
46% are female (up from 41% in 2007)
http://www.flickr.com/photos/96691515@N00/3006848248/sizes/l/
Power Gamers versus the Casuals
The casual gamer is
often seen as someone
“with a life” who invests
only moderate amounts
of time in any one
game, while the power
gamer appears as an
isolated and socailly
inept player with litte
“real life” to ground them
(Taylor, 2006: 70)
http://www.flickr.com/photos/loimere/100412272/sizes/o/
http://www.flickr.com/photos/nnova/1935511681/sizes/l/
http://www.flickr.com/photos/kspetz/393152033/sizes/l/
http://www.flickr.com/photos/torley/1233957881/sizes/o/
Cutscenes
FMV
http://nikon.bungie.org/misc/cutscenes/halo2.html
The International Games Developers Association (IGDA) surveyed
nearly 6000 professionals in the Western games industry:
Male = 88.5%, Female = 11.5%
White = 83.3%, Black = 2.0%, Hispanic/Latino = 2.5%, Asian = 7.5%
Heterosexual = 92%, Lesbian/Gay = 2.7%, Bisexual = 2.7%
Average age = 31 years
Average years in the industry = 5.4 years
Percentage of people with disabilities = 13% (e.g., cognitive,
mobility, sight, etc)
80% have a university level education or greater
60% of studios claim that obtaining diverse applicants is
challenging
www.screwattack.com/node/13902
DIGC201 Digital Games
Cultures
Week 9
Games in context:
gender and identity.
1
Williams et al 2008
Debunking Gamer stereotypes
US Research
40% of adults play games at least once
per week, compared to 83% of teenagers.
The average age of gamers is now 33,
spending $7.4 US billion on games in 2006.
67% of teens play games online.
2
www.split-screen.com
Everquest2 census
AV Player Age 31
80% Male pop
Anglo dominated http://everquest2.station.sony.com/pizza/images/Top.jpg
GamerDNA.com graphs Bartle's taxonomy against the popularity of class types for
Warhammer Online players.
6
Class
Bartle's taxonomy of
motivation rated against
player class and player
race in World of
Warcraft.
http://blog.gamerdna.com/blog/category
Race
7
1614 housholds surveyed
Close to 5000 individual responses
8
www.ieaa.com.au
The average age of an Australian gamer is 30 years
68% percent of Australian play digital games
46% are female (up from 41% in 2007)
10
Qualitative Ethnography
11
http://www.flickr.com/photos/96691515@N00/3006848248/sizes/l/
Power Gamers versus the Casuals
The casual gamer is
often seen as someone
“with a life” who invests
only moderate amounts
of time in any one
game, while the power
gamer appears as an
isolated and socailly
inept player with litte
“real life” to ground them
(Taylor, 2006: 70)
12
http://www.flickr.com/photos/loimere/100412272/sizes/o/
http://www.flickr.com/photos/nnova/1935511681/sizes/l/
http://www.flickr.com/photos/kspetz/393152033/sizes/l/
http://www.flickr.com/photos/torley/1233957881/sizes/o/
Cutscenes
FMV
14
http://nikon.bungie.org/misc/cutscenes/halo2.html
The International Games Developers Association (IGDA) surveyed
nearly 6000 professionals in the Western games industry:
Male = 88.5%, Female = 11.5%
White = 83.3%, Black = 2.0%, Hispanic/Latino = 2.5%, Asian = 7.5%
Heterosexual = 92%, Lesbian/Gay = 2.7%, Bisexual = 2.7%
Average age = 31 years
Average years in the industry = 5.4 years
Percentage of people with disabilities = 13% (e.g., cognitive,
mobility, sight, etc)
80% have a university level education or greater
60% of studios claim that obtaining diverse applicants is
challenging
16
StereoTypes Persist
17
www.screwattack.com/node/13902
18