PINK POISON
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I'd love to give ya'll a bit of history on
the girls game movement as it may give you a bit of insight into
how "girls games" ended up such a In early 1990's American Laser Game's VP of Marketing, Patricia Flanigan decided that there was a market for games for girls. So with the help of the Albuquerque Independent School District and over 3000 jr high and high school age girls, she designed a game. This was McKenzie & Co. which I was hired on mid-way through development to help bring out. We took our work, demographics, prototype and half finished game out to the publishers. Every one of em responded with "girls don't play games" and shut the door in our face. So we self-published the title and sold 80,000 units. With this success we went back to the publishers with our next game idea but we were still met with "girls didn't play games." Fortunately at the same time there were other
companies just about to All of these titles had good success, but
Barbie Fashion Designer sold Unfortunately, they did what they've always done. They looked at Barbie and said, "GET ME THAT MARKET!!" and began to produce Barbie-like games at a fever pitch. Needless to say, as the Barbie clones flooded
the market, that niche So, while Barbie helped us by opening the door to the idea of games for girls. She also hurt us as the industry used her as the definition for an entire MARKET. That is they redefined a broad and diverse market into a GENRE of "fashion, shopping and makeup for girls ages 6-10." hence.. Pink Poison. Unfortunately... at this time the industry
STILL defines "girls games" For now, I think we will have to deal with the fact that "casual games" essentially means games for which the audience is 70% female, because you can not pitch a "girls title" to anyone without the shadow of the "pink games" hanging over you. Please understand I've NEVER EVER said that girls/women shouldn't have computer entertainment/games developed specifically for them. In fact, I would strongly SUPPORT ANYONE who wants to target titles to that audience!!!! I specifically target my talks and information to those who are producing traditional titles and want to learn how they can expand their market to include female players. But I also believe we can target the female audience quite successfully. (Notice that I use female instead of girl or women. There is no term for the female gender that does not carry with it some baggage in its definition.) The female market is a strong, viable market and is, in my opinion, ripe for development. Just ask the publishing industry how lucrative the romance book market is. Just ask the film industry how lucrative Chick Flicks are (Titanic, anyone?) What I want is for developers to decide AHEAD OF TIME who their market is .. and that they GET PAST the idea that games for girls has to be this tiny little genre of "fashion shopping and makeup for ages 6-10"!! |
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Gender Inclusive Game Design: Expanding the Market
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