Showing posts with label education. Show all posts
Showing posts with label education. Show all posts

01 August 2014

Girls-only game dev camp going global

Good to see other efforts to interest girls in game industry careers.
Shabir says, "So, how do I get girls interested in making games? I know girls like playing games. Maybe a summer camp would do it."
The inaugural camp was held at the Computer History Museum in Mountain View, California in June, with follow-up camps hot on its heels. The next session is in Los Angeles. Then San Diego, Austin, Boston, Denver, Washington D.C. and Seattle. Later London, Copenhagen, Warsaw, Melbourne and Dubai. 

For full article, see Girls-only game dev camp going global with support from publishers

20 February 2013

Feminist Game Design Explored

NYU Game Center recently announced an upcoming series of lectures on feminist game design. To kick off the series, game designer and researcher Jessica Hammer described the design process of a game intended to strengthen the emotional skills of Ethiopian teenage girls.

For more information on other lectures in this series, check the NYU Game Center blog.

19 May 2009

Deadline Extended for Womengamers.com Scholarship

The deadline for the WomenGamers.com - National Computer Camps Scholarship for Girls application has been extended to Friday, May 22.

WomenGamers.Com and National Computer Camp (NCC) are offering a scholarship valued at $985 to a female student (age 8-18) for one week. The National Computer Camp is America's original computer camp with locations in Connecticut, Georgia, New York, and Ohio.

08 May 2009

Beyond 'Sweetie'

New York Times Article that looks at female learning styles. Does the Socratic method put women at a disadvantage? How can we incorporate knowledge of female learning styles into our games? Now that there are more women in higher education, classroom dynamics have changed...

"The criminal lawyer Alan Dershowitz, an advocate of the Socratic method who has taught at Harvard for four decades, has found that classroom dynamics have ''changed dramatically'' with the increase in women's enrollment. After he commented in one class that rape was -- statistically speaking -- ''a rare crime,'' a group of women complained to Professor Minow. When their concerns were relayed to Professor Dershowitz, he asked them to teach a lecture on rape from the victims' perspective. The women assigned the class to read the standards of consent to sexual intercourse and argued that statistics on rape could be inaccurate because of underreporting."

15 April 2009

Play Games to Work Smarter: Why It is More Critical than Ever that Women Play and Develop Games

This article originally appeared as part of GameDev.Net's coverage of GDC 2009.

by Sande Chen

In this panel put together by the IGDA Women in Games SIG, academics and business leaders came together to discuss the importance of video game literacy for women in the upcoming years. In addition, the leadership skills involved in playing some video games can help women succeed in their jobs.

"Cyber-socialization is different from socialization," said Diane Pozefsky, a research professor in the Department of Computer Science at the University of North Carolina at Chapel Hill. With businesses increasingly using distributed teams of people who have never met face-to-face, women who want to succeed in business will need to understand the subtleties of communication between avatars versus body language.

Moreover, the skills involved in running a remote team are the same ones needed to run a successful guild. As Phaedra Boinodiris, Serious Games Product Manager for IBM Software Group, revealed, IBM has been studying MMORPGs to see how they can be used in leadership and teamwork training. The military has even used fantasy raids in video games in its training.

Tracy Fullerton, Associate Professor of Interactive Media at the University of Southern California, agreed with this practice: "Games naturally help us to understand the forces that are at work in the leadership process. It allows us to rehearse bad and good strategies in leadership."

Online games can also teach women how to deal with environments dominated by males, something that may come in handy if they decide to work in game development.

But more and more, video game technology and video games are entering fields where women, rather than men, are the dominant population. These serious games, as they are called, will become part of the tools used in corporate culture, in the classroom, and in healthcare.

Noah Falstein, a serious games consultant, noted that at the most recent Games for Health conference, the audience there was much more balanced than at GDC. There was no gender or age bias since the teams and audiences for these games exhibit diversity.

That's an ideal the panelists hope can happen for regular game development, although they acknowledge that obstacles exist.

Fullerton observed that when young women come to her game design class, they often sit in the back and think that they don't belong. She has to convince them that they do in fact play games, even if the games they like are not Halo 3 but some Facebook app. These young women could not imagine themselves as game designers.

Falstein relayed a similar story: "I talked to a young woman on Monday and she said, 'I was a psychology major in college and I design games on my own, but I'm not sure if I would be a good game designer." The punchline was that the young woman was Erin Robinson, who two days later was one of the winners of the Game Design Challenge at GDC.

It's a familiar sentiment spoken by women, who have been beaten down by the prevailing judgment, that women aren't gamers and women shouldn't be in game design.

"The game industry has created a box around itself that says GET OUT," Fullerton said. "If you're not dedicated to hardcore games, then you're not a gamer." Instead, Fullerton felt that it was up to the industry to invite women into the fold. Research has shown that this could have a beneficial effect for games.

For instance, when boys and girls are asked to develop games, it's the girls' games that are enjoyed by everyone whereas only boys seemed to like the games they developed. Women developers tend to add more play patterns, enabling more people to enjoy the game.

Falstein remarked after telling the story of his daughter's playtime with Diablo 2: "Watching a bunch of 10-year-old girls play Diablo 2 was eye-opening. It was completely different from boys." The girls tended to play collaboratively whereas boys would compete for control of the avatar.

The panelists agreed that more mainstream games, such as Wii Sports, are a positive trend for the industry. If more women play games and more women develop games, then they can be part of this growing trend.

"Hopefully, we won't have stereotypical games that young male designers think little girls want, but about what people want," said Falstein.

24 July 2008

Girls Bridge Gender Divide in Math

"Researchers looked at standardized test scores of more than 7 million students, ranging from the second grade to high school junior. Whatever gender differences there once existed between girls and boys in terms of math performance are gone..."

26 June 2008

Video Games It's a Girl Thing

"The two middle school girls had never had a lesson on video game creation before this week, but on Tuesday they were learning how to make their ideas appear on a computer screen at the free Tech Savvy Summer Girls Camp run by Penn State's College of Information Sciences and Technology...."