mlange at widged.com
Fri Feb 2 14:11:29 EST 2007
Thanks for your comments and the tip on Brenda Laurel, didn't know
that one. Funny, I found mention of her on a website "game girl
advance" <http://www.gamegirladvance.com/>. I like the pun!
Other games that are said to be highly successful with girls are:
Alexandra Ledermann 6 : L'école des Champions <http://
www.gamekult.com/tout/jeux/fiches/J000073976.html> (French only) and
Kitchen Conundrum by Open University <http://www.greencathedral.com/
Note that in the UK, there is now a new initiative, computer club for
girls <http://www.cc4g.net/>. Girls and computing/gaming is an
interesting emerging market ;-).
On 2 Feb 2007, at 18:32, Richard Gaskin wrote:
> Great stuff, Marielle. I was especially interested in the comments
> about girl gaming.
> I saw Brenda Laurel give the closing keynote at CHI-98, where she
> talked about her experience doing usability research to found her
> company Purple Moon (since killed by the Mattel juggernaut).
> Reinforcing the observations you noted, one of the most interesting
> things she noted about girl gamers is their attraction to
> complexity. According to Laurel's research spanning a 10-year
> period, the reason girls don't play a lot of boy-oriented games is
> not because they're too difficult, but just the opposite, that the
> game play is often too simplistic.
> With Purple Moon, Laurel tried to create games that appealed to
> girls' appreciation for complex relationships. Much of the game
> play involved ethical questions in social simulation scenarios
> (e.g., do I go to the birthday party for the unpopular girl or
> accept the invitation for the party by the most popular girl for
> the same day?), and the complexity of the issues involved certainly
> carried greater variance in play than "shoot the zombie".
> One of the key aspects Laurel touched on was the self-fulfilling
> prophesy of game designers: having delivered games aimed at boys,
> game designers look to low sales among girls as a false
> reinforcement of the notion that "girls aren't into gaming".
> That was one of the things I loved most about Myst when it
> premiered. I don't play a lot of games, but Myst appealed to a
> much broader market than games had previously addressed. It was in
> many respects the first truly literate game, and its focus on
> environmental immersion and long, complex puzzles was a radically
> meditative departure from the shoot-em-up twitchers that continue
> to dominate the market.
> A thousand Myst-like games have been created since (including the
> great Alida <http://www.runrev.com/spotlight_on/alida1.php>), and
> while they've been fun I keep wondering if there's an entirely new
> type of game waiting to be created, something as different from
> everything else we've seen as Myst was for its time.
> Somewhere out there is a game waiting to be created, something that
> will open up the world of entertainment software to a whole new
> audience that isn't currently into games.
> Or as I once put it at a game developer meeting: Where is the
> "Catcher in the Rye" of games, the thing that will appeal to
> people who like rich, provocative entertainment but aren't
> attracted to current game play models?
> Maybe it'll be made by one of the readers of this list....
> Richard Gaskin Managing Editor, revJournal
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Marielle Lange (PhD), http://widged.com
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