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Gender inclusive game design
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Gender inclusive game design

Gender inclusive game design

Expanding the market

Sheri Graner Ray

210 pages, parution le 20/11/2003

Résumé

Women and girls of today are more tech savvy than ever before and research shows that they currently make up over 52% of Internet users and 70% of casual online gamers. Why then, is the game industry still producing computer games that primarily target males ages 13-25?

With this tight focus, game developers are not only sharply limiting their possible total income, but they are losing sight of the bigger picture. The games industry is currently growing faster than the target market. To keep the industry strong and growing, game developers must start looking at expanding their market, which means designing titles that are accessible to the female audience.

Successful entertainment industries have sustained growth for decades because they have considered the diversity of their audiences. Today's blockbuster products, be it movies, recordings or books, are most often the ones with elements that directly appeal to many market sectors, while containing very few barriers to access for others. By understanding the issues and barriers connected to gender, the game industry can benefit from a similar growth strategy.

Gender Inclusive Game Design: Expanding the Market addresses issues that help designers and developers understand the real differences between how the genders approach and resolve conflicts, and what their entertainment criteria and responses are. It also explores the differences in reward systems, game play preferences, and avatar selection criteria, and how these issues all apply to game design, regardless of genre. By understanding these differences, designers can apply this knowledge to the traditional genres that make up the contemporary computer game industry and begin tapping the future market. Perhaps the real question developers need to be asking themselves is, "but what if the player is female?"

Contents

  • Introduction
  • References
  • Females and Machines
    • Early Socialization with Computers
    • Commercialization of Behavior Patterns
    • Gender Differences in Attitudes
    • Gender and Software Design
    • Application of Concepts
    • References
  • Evolution of Female Characters in Computer Games
    • Early Character Representations
    • Challenging the 'Damsel in Distress' Concept
    • The Emergence of the Female Protagonist
    • The Rise of the Female Avatar
    • The Female Image
    • Contrasts and Compromises
    • References
  • Conflict and Conflict Resolution Styles in Game Design
    • Conflict Subjects
    • Conflict as a Definition of "Game"
    • Gender Differences in Conflict Resolution
    • Direct vs. Indirect Competition
    • Application of Concept
    • References
  • Stimulation and Entertainment
    • The Male Stimulation Response
    • The Female Stimulation Response
    • Emotional Stimulation
    • Tactile Stimulation
    • Application of Concepts
    • References
  • Learning and Communications Styles in Computer Game Development
    • Spatial Relations
    • Risk Taking
    • Electronic Communication Styles
    • Application of Concepts
    • References
  • Reward and Gameplay
    • Scores and Levels
    • Response to Error
    • Cooperative Play
    • Application of Concepts
    • References
  • Avatar Selection
    • The Evolution of Avatars
    • The Pyramid of Power
    • Token Character Classes
    • Representation of Avatars
    • Application of Concepts
    • References
  • Puzzle Games
    • Definition of "Puzzle"
    • Puzzles and the Nontraditional Game Audience
    • Application of Concepts
    • References
  • Online and Wireless Games
    • The Flexibility of Online Games
    • Reward Systems in Online Games
    • Story in Online Game Design
    • Improving the Online Game Design
    • Interfaces and Tutorials in Online Games
    • Females and Player vs. Player Games
    • Wireless Entertainment
    • References
  • The Design Document-A Case Study
    • Parts of a Design Document
    • Sample Design Document and Revisions
    • Product Overview
    • Gameplay Overview
    • Technology Overview
    • References
  • Women in the Game Industry Workplace
    • Why Does This Industry Need Women?
    • Examine the Company
    • Finding the Female Candidates
    • Supporting the Female Employee
    • Sexual Harassment
    • Benefits for the Whole
    • References
  • Influential Women in Computer Game Development
    • Anne Westfall
    • Roberta Williams
    • Brenda Laurel
    • Laura Fryer
    • Jane Jenson
    • Ellen Guon Beeman
    • Nicky Robinson
    • References
  • But What If the Player Is Female?
  • References
  • Index

L'auteur - Sheri Graner Ray

Sheri Graner Ray has been in the computer industry for over ten years and founded a game development company dedicated to designing games for girls, Sirenia Software, Inc. She was also the Director of Product Development for Her Interactive, Inc., and was a designer/writer for Origin Systems, Inc. She is a frequent speaker at the Game Developer Conference and is the co-chair for the Women in Game Development committee of the International Game Developers Association. Sheri is currently a Senior Designer for Sony Online Entertainment.

Caractéristiques techniques

  PAPIER
Éditeur(s) Charles River Media
Auteur(s) Sheri Graner Ray
Parution 20/11/2003
Nb. de pages 210
Format 15,5 x 23,5
Couverture Relié
Poids 695g
Intérieur Noir et Blanc
EAN13 9781584502395
ISBN13 978-1-58450-239-5

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