The current gaming industry is male-dominated in its approach
to providing games of interest to youth ages 8 to 18. Boys tend
to be direct competitors, with very little interaction outside
of the game itself. As such, most games are directed toward head-to-head
competition, wherein the two opponents square off against each
other. Very little conversation occurs between opponents.
Girls, on the other hand, tend to prefer games wherein there is
little or no direct competition. Instead, girls tend to play the
same game, but not against each other. Instead they want to pursue
the same quest, but discuss the game, strategy, etc. with each
other as they play. Group activity or social interaction (not
teams or direct competition) forms the basis for the female gaming
community.
Very few games exist that allow for the type of interaction desired
by the female community. As such, girls tend to shy away from
the computer as they get older (and outgrow Barbie). Phase One
of this research will take a look at the social and technical
skills of the 8-18 year old female community and document the
type of gaming experience desired by these users. Once the gaming
experience has been identified, Phase Two will define a set of
rules that can be used by game developers to design new games
targeted at the 8-18 year old female audience.