The current gaming industry is male-dominated in its approach
to providing games of interest to youth ages 8 to 18. Since boys tend
to be direct competitors with little interaction outside
the game itself, most games are directed toward head-to-head
competition with two opponents squaring off against each
other. Little conversation occurs between opponents.
Girls, on the other hand, tend to prefer games with
little or no direct competition. Instead, girls tend to play the
same game, but not against each other. Instead, they prefer pursuing
the same quest, but discussing the game and strategy with each
other as they play. Group activity or social interaction (not
teams or direct competition) forms the basis for the female gaming
community.
Few games exist that allow for the type of interaction desired
by females. Also, girls tend to shy away from
the computer as they get older (and outgrow Barbie). Phase one
of this research will look at the social and technical
skills of females 8-18 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.