The complex relationship between women and video games has received extensive academic, corporate, and social attention. While composing close to half of the population at large, female gamers have traditionally represented a distinct minority of total gamers. Advocates for increasing the number of female gamers stress the problems attending disenfranchisement of females from one of the fastest-growing cultural realms as well as the largely untapped nature of the female gamer market. Efforts to include greater female participation in the medium have addressed the problems of gendered advertising, social stereotyping, and the dearth of female video game creators (coders, developers, producers, etc.). Debate has also been provoked regarding whether the proper course of the industry should be to create female-targeted games in parallel with male-targeted games or whether gender-neutral games should be the ultimate goal. After decades of gender disparity among players, the gap between number of male and female gamers is today closing.
Socially, the term "girl gamer" has also received attention both from advocates who largely use it as a reappropriated term as well as from those that argue against its use by characterizing it as a counterproductive or offensive term. Stereotypes and generalities about the "girl gamer" as a figure of the gaming scene have become common within the video game culture.
Read more about Women And Video Games: Women in The Games Industry, Female Gamers As A Demographic, "Girl Gamers"
Famous quotes containing the words video games, women, video and/or games:
“I recently learned something quite interesting about video games. Many young people have developed incredible hand, eye, and brain coordination in playing these games. The air force believes these kids will be our outstanding pilots should they fly our jets.”
—Ronald Reagan (b. 1911)
“The Humanity of men and women is inversely proportional to their Numbers. A Crowd is no more human than an Avalanche or a Whirlwind. A rabble of men and women stands lower in the scale of moral and intellectual being than a herd of Swine or of Jackals.”
—Aldous Huxley (18941963)
“It is among the ranks of school-age children, those six- to twelve-year-olds who once avidly filled their free moments with childhood play, that the greatest change is evident. In the place of traditional, sometimes ancient childhood games that were still popular a generation ago, in the place of fantasy and make- believe play . . . todays children have substituted television viewing and, most recently, video games.”
—Marie Winn (20th century)
“In 1600 the specialization of games and pastimes did not extend beyond infancy; after the age of three or four it decreased and disappeared. From then on the child played the same games as the adult, either with other children or with adults. . . . Conversely, adults used to play games which today only children play.”
—Philippe Ariés (20th century)