“We’ve learned that when companies treat talent as a commodity, the consequences are severe,” said Ms. Toledano of Electronic Arts. “It takes years to repair a reputation.”For full article, click the link above.
04 December 2011
NYT: Zynga's Tough Culture Risks a Talent Drain
13 October 2011
The three biggest myths about women in tech
"One common response from the mostly male responders was that these data must be incorrect and misleading because they personally have not witnessed these issues. In other words, if I haven’t seen or experienced bias, it cannot possibly exist.
Interestingly enough, when presenting these findings at different companies and organizations, we got the same response time and time again from the women and people of color who work in IT: “This data doesn’t surprise me at all; it is perfectly aligned with what goes on here.”
30 September 2011
Booklist: Walking Out on the Boys
The publication of this book coincided with the results of a 30-year MIT study on female faculty members. The study concluded that there was a generational pattern: that while junior faculty thought sexual discrimination was a thing of the past -- when they were promoted, they felt "invisible" and excluded.
One even wrote: "I mean literally not heard! Where you say something, and it's just ignored until one of your male colleagues says the same thing 10 minutes later!"
The study concluded that "in no case was this discrimination conscious or deliberate. Indeed, it was usually totally unconscious and unknowing. Nevertheless, the effects are real."
Between the 1960's and 1990s, there was a big increase in the number of women earning Ph.D.s in math, science, and engineering. Yet, the number of female research faculty members at MIT remained at 9%.
29 September 2011
For PapyaMobile, women are the "whales"
Excerpt:
As is customary in games, PapayaMobile depends heavily on the tiny proportion of users who pay for goods in social mobile games. But one of the surprises is that some of the most enthusiastic customers, known as “whales,” are for the most part women. Papaya found that 69 percent of its big spenders in games are women.
For full article, click on link above.
01 February 2011
Gaming with Your Daughter is Good for Her
This study linked positive outcomes for parents playing video games with daughters, but did not find the same results for parents playing video games with sons. The authors theorize that it may be because sons have more video game time with friends.
In addition, parents (usually fathers) playing video games with boys played games like Halo while games like Mario Kart were usual when playing games with girls.
Another interesting note:
The BYU researchers found that 31 percent of the children reported playing age-inappropriate games with their parents (42 percent of boys, 15 percent of girls) and they report that "heightened parent–child connection was not found for girls who played these age-inappropriate games with their parents."
28 January 2011
Where Are the Women in Tech, You Ask?
To see the full article from Advertising Age, click on the link above.
20 January 2011
WIGI channel on mygameIQ
Receive 40% off your purchases thanks to WIGI.
Link to discount code above.
19 January 2011
Young women possess characteristics of inventors, but do not see themselves as inventive
"Further demonstrating inventive traits, young women show a strong affinity for math and science — two of every five female respondents (42 percent) rate these as their favorite subjects in school. More than half of male respondents (53 percent) agree. 35 percent of young women also say they have a family member working in a field related to science, technology, math or engineering. The results reveal young women’s innate interest in inventive fields; however, recent statistics show while more women are entering college and obtaining degrees, less than ten percent earn them in technical majors such as computer and information sciences, engineering or math. This proportionately small group indicates a need to educate women about translating their skills and academic interests into inventive careers."
For the full article, click on the link above.
15 June 2010
Women in Games Photo Shoot
This potentially historic photo is a reprise of the Frag Dolls invitation in 2006 to all females in the gaming industry for the first annual group photo of women at E3. Along with our partners and sponsors, we will be gathering together as many industry and gamer females as possible for this event to demonstrate the significant presence of women in gaming. Spread the word to every woman you know in games, student or professional…we want to see you there!
Date: Thursday, June 17, 2010
Time: 9:30am - 11:00am
Location: south side of the plaza in front of South Hall, located at Pico and Figueroa
07 June 2010
WIGI Volunteer Meet-Up at E3
Please come if you can!
Tuesday June 15th, 5:00 pm
gLAnce Lobby Wine Bar & Lounge
The place to meet and greet. Located on the first floor of the Hotel Tower in the JW Marriott L.A. LIVE.
03 June 2010
WIGI L.A. Women and Men Mixer
Time: 7:00pm - 9:00pm
Location: The Arsenal Bar, West L.A.
Street: 12012 West Pico Boulevard
City/Town: Los Angeles, CA
On the first MONDAY of EVERY MONTH, please join local video game and related industry folks at a monthly networking event. The party runs from 7:00 to 9:00 pm with extended HAPPY HOUR PRICING!
Eat, drink and socialize with old friends and new. Bring your business cards!!
WIGI Promotes networking and career building for everyone in the video game industry, women and men.
The Arsenal Bar is less than one block east of Bundy Drive on the south side of Pico Boulevard. Valet and metered street parking are available.
30 May 2010
BIG/WIGI Party at E3
(Zucca is just three blocks north of the Convention Center on Figueroa)
RSVP Required
Our generous sponsors make it all possible! Thanks to: Disney Interactive Media Group, Sony Computer Entertainment, Social Gold, and Peanut Labs Media!
27 April 2010
Inside the Minds of Girl Gamers
25 April 2010
WIGI L.A.: Your Evolving Career in Gaming
D-L-C events (Drinks, Learning, Community) are held quarterly and move WIGI's mission forward to create a community interested and engaged in the gaming industry. Our D-L-C topic is “Your Evolving Career in Gaming: How to stay relevant, stay in the game, and switch to other gaming arenas”.
Confirmed Speakers:
Alana Chan
Lead Producer
Disney Interactive Media Group
Kamalina Evans
Global Talent Acquisition
EA Interactive
Mark Vulcano
Studio Animation Director
Heavy-Iron Studios
Paul Cunningham
Co-Founder / CEO
CreativeHeads.net
Shannon Henry
Manager, Talent Acquisition
Sony Computer Entertainment America LLC
All are welcome and encouraged to attend. RSVP here.
03 April 2010
WIGI L.A. Networking Happy Hour
25 March 2010
Gender discrimination linked to poor project management
19 March 2010
Seattle WIGI Happy Hour
*Networking
*Prizes
*Upcoming events for LOGIN
*WIGI Brain-Bank topics for Seattle
Bring a guest along and get an extra entry into the Prize drawing!
25 February 2010
WomenGamers.Com Scholarship to National Computer Camp
Scholarship applicants need to submit an essay in response to the following question: "What is your favorite video game, and how would you change the design to improve it?"
The 500 - 600 word essay must be submitted to scholarship@womengamers.com no later than May 14th, 2010. Along with the essay, include your name, address, telephone, email address, and age. The winning essays will be posted on WomenGamers.Com. The essays will be judged by a WomenGamers.Com panel and the scholarship recipients will be announced on May 21st, 2010. For a scholarship to be awarded, at least five entries need to be received. Former scholarship winners are not eligible. Essays submitted previously will not be accepted.
For more information on the scholarship, visit http://www.womengamers.com/scholarships/
24 February 2010
IGDA WIG sessions at GDC 2010
ROUNDTABLE MEETING: Annual SIG roundtable meeting on Thursday, March 11, 1:30 pm to 2:30 pm in Room 230, East Mezzanine. The roundtable meeting will be moderated by Tina Tyndal, SIG steering committee member and newsletter editor. Bring fresh ideas and enthusiasm, plus stick around for the latest news on our primary initiatives during 2010, including GameMentorOnline and Games2Girls.
SESSION: Starting Something New – Women in Games
Thursday, March 11, 3 pm to 4 pm in Room 130, North Hall
Moderated by Sonja Kangas, Head of Game Lab, Paf and IGDA Women in Games advisor, with speakers Tiina Zilliacus, CEO of IronStar Helsinki; Celia Pearce, Director of Experimental Game Lab at Georgia Tech; Megan Gaiser, CEO of Her Interactive, and Julia Brasil, the first G.I.R.L. scholarship recipient, SOE.
SESSION: Are Women the New Hardcore Gamers?
Thursday, March 11, 4:30 pm to 5:30 pm in Room 130, North Hall
Moderated by Shanna Tellerman, Founder and CEO, Wild Pockets, with speakers Amy Jo Kim CEO of ShuffleBrain; Wanda Meloni, Market Analyst with M2 Research; Morgan Romine, Community Manager and Online Marketing Manager for Ubisoft (plus Team Captain, Frag Dolls), and Jessica Tams, Executive Director of the Casual Game Association.
SOCIAL GATHERING: Annual SIG social gathering at the IGDA booth on Friday, March 12, 3 pm to 4:30 pm at front of the South Hall. Join our sponsors BingeGamer.net, GamingAngels.com, Gas Powered Games, Her Interactive, Naughty Dog and Obsidian Entertainment for refreshments, door prizes, networking and fun! Expo pass badge holders are encouraged to attend.
13 February 2010
WIGI L.A. Chapter Monthly Networking Happy Hour
On the first Monday of every month starting Monday, March 1st, 2010, please join local video game and related industry folks at a monthly WAM networking event. WAM runs from 7:00 to 9:00 pm with extended Happy Hour pricing!
Eat, drink and socialize with old friends and new. Bring your business cards! WIGI promotes networking and career building for everyone in the video game industry, women and men.
The Arsenal Bar
12012 West Pico Boulevard
Los Angeles, CA 90064-1127
(310) 575-5511
The Arsenal Bar is less than one block east of Bundy Drive on the south side of Pico Boulevard. Street parking at meters is available. (Be sure to check west of Bundy!)
26 January 2010
Monetization in Gaming WIGI event
D-L-C events are held quarterly and move WIGI's mission forward to create a community interested and engaged in the gaming industry.
The upcoming topic will be "MONETIZATION IN GAMING (both in the casual and social gaming arena)". We have brought together a panel of industry leaders with a myriad of experience and insight.
Confirmed Speakers include:
EDDIE CHEN - CFO and Co-founder of ICE Entertainment, an online game developer and operator based in Shanghai, China. Eddie also serves as the CEO of THQ*ICE, a joint venture between ICE and THQ, one of the World’s leading video game publisher.
ALI MOIZ - Co-founder at Peanut Labs, one of the leading virtual currency monetization networks in what has become a $1.5bn industry in 2009. Before Peanut Labs Ali ran Xuqa a social gaming site which was one of the pioneers of the virtual currency model for free-to-play games and virtual worlds.
THOMAS LEE - A video game executive with a deep understanding of social networks, and free to play online games, and he is currently building the Micro transaction focused online game business initiative for Gamepot USA, the US publishing division of Japan’s Gamepot, Inc. Prior to Gamepot, Thomas was at the Korean game giant, Nexon America managing their business and focusing on Prepaid Card distribution at national retailers, including Target, 7-Eleven, Duane Reade, Rite Aid, Best Buy, Wal-Mart, and CVS, with the focus on promoting free to play micro-transaction item sales model.
More speakers TBA soon!
Doors open at 6:30pm.
The panel discussion will begin promptly at 7:00pm and will last one hour. Space is limited to 100 attendees for the panel discussion (first come first serve seating).
Join us afterwards at El Torito (just a few doors down) to continue the conversation over drinks.
| Date: | Thursday, February 4, 2010 |
| Time: | 6:30pm - 8:00pm |
| Location: | The Art Institute Santa Monica |
| Street: | 2900 31st Street |
| City/Town: | Santa Monica, CA |
13 January 2010
GameMentorOnline Seeking Web Sponsor
IGDA Women in Games, in partnership with WIGI, is seeking an an-kind sponsor to develop and maintain a basic 5-7 page web site for GameMentorOnline. We already have URL, copy, links and navigation.
Are you a freelance web designer or boutique web team seeking some exposure in the games industry? We can offer a selection of marketing benefits in exchange for your web design and management services.
If you are interested in learning more, please contact wigsig@igda.org
03 January 2010
Women earn more than men in UK games industry
Average female annual salaries are £2,000 higher than the male wage, at £33,260."
18 December 2009
Longer Vacations = More Productivity
The news is worst for women workaholics. The Marshfield Clinic in Marshfield, WI conducted a study of 1500 working women and found that women who only had a vacation once in 6 years were twice as likely to report damaging problems to their health such as hypertension, anxiety, and depression, than women who took regular vacations each year.
02 December 2009
WIGI Happy Hour Hang Out
Seattle Women in Games International is having a meet-up/greet-up Happy Hour on Tuesday Dec 8th at Post in Post Alley, Seattle, WA. 5 p.m. to 9 p.m.
This meeting we will be focused on Social Games and Mobile Games/App's professionals, but all are welcome.
Bring a business card and relax with us -Leave the holiday nuttiness aside for a couple hours - Men and Women alike who are interested in the Women in Games groove.
One sponsor spot left for $300 is anyone wants to join in. We will also be taking suggestions for our 2010 panels at conferences at this and the next event.
21 October 2009
Gender & Educational Computer Games
"Designing an educational computer game is not a gender-neutral process. Understanding the relationship between gender and computer games is essential for creating games. For educational games to be successful, they must be of a high quality and contain themes that appeal to the game preferences of both genders.
Most researchers have come to agree that although boys and girls are equally skilled at using computers and computer games, boys are more likely than girls to play with them. This is a concern when considering incorporating computer games into a educational system. However, by understanding the causes of the gaming gender rift, educators and game developers, like us, can create successful educational computer games"
Read the rest of the article here.
27 August 2009
WIGI Reception at AGDC
What: AGC Reception
When: 6:00 - 8:00 p.m.
Where: Iron Cactus Mexican Grill and Margarita Bar
606 Trinity Street
Austin, Texas 78701
Click here to get directions to Iron Cactus.
06 August 2009
Women are over-worked and under-served by businesses
Mr. Silverstein added, “Companies are failing to meet the needs of women in five key ways: Poor product design and customization for women; clumsy sales and marketing; inability to address the need for time-saving solutions; inability to provide a meaningful hook and differentiation, and failure to develop community.”
11 July 2009
Leadership Development Forum
Date: July 20, 2009
Location: Triple Door, 216 Union Street, Seattle, WA
Includes lunch
10 July 2009
Women in Games Lunch at Develop Conference
Venue: Good Friends restaurant (Chinese), 24-25 Preston St.
How to get there: 0.2 mi from Develop. Exit the Hilton and turn right,
take the 4th right into Preston St. 4 mins walk.
A chance for women working in the industry to meet and network, just a
stone's throw away from the Hilton. Open to women of all games
industry sectors and disciplines, and to anyone interested in
supporting, investigating issues relating to, and celebrating gender
diversity in the industry.
25 June 2009
Game Developers Gunning for Girl Power
10 June 2009
Luna Online - FTP MMO-Date-RPG
08 June 2009
Industry comes clean on crunch
"Ninety-eight per cent of game developers across the world do not receive paid overtime, despite being frequently asked to work an extra ten to fifteen hours per week."
19 May 2009
Deadline Extended for Womengamers.com Scholarship
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.
14 May 2009
WIGI/BIG E3 Mixer
Time: 6:00pm - 9:00pm
Location: ESPN Zone
Street: 1011 S. Figueroa Street
City/Town: Los Angeles, CA
This event is sponsored by Disney Interactive Media Group and Sony Computer Entertainment.
Be sure to RSVP and bring your E3 pass for admission. (No admission without E3 pass.)
Click here for info on how to RSVP.
09 May 2009
Video Game Girls Burlesque Show
Since male video game characters are not included in this show, which ones would you want to strip for you?
08 May 2009
Beyond 'Sweetie'
"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."
07 May 2009
WIGI Mixer at GDC Canada
Time: 6-9 pm
Where: Uber Lounge @ Steamworks (375 Water Street)
Plus, discount code for WIGI members attending GDC Canada.
Register and receive CDN $100 Discount on GDC Canada All Access and Main Conference passes. Enter code GCA09WIGI during the registration process.
03 May 2009
Action-Packed Short-Form Games: An Ideal Date?
At GDC 2005 and GDC 2006, as co-founders of the non-profit, Girls in Games, Inc., Michelle Sorger and I conducted the popular "Attracting Women to Game Development" roundtables, which focused on recruitment and retention of women in the game industry. One comment during a discussion about bringing games into the lives of teenage girls has intrigued me over the years: a suggestion that the industry create 2 - 3 hour narrative-based games that teenage boys and girls could enjoy together, akin to
Young girls, according to research, are enthralled by video games just as much as young boys, but in their teenage years, girls' interests typically turn to issues dealing with dating and socialization. Video games just like any type of sciences or maths are commonly viewed as interests for females who are socially awkward and undesirable. Therefore, girls veer away from the very subjects that could make them employable in the video game industry years from now. For years, people have said the issue is not that young female college freshmen are not interested in computer programming, but that teenage and middle school girls are not interested in computer programming. We're wasting our efforts if we devote all our energies to the college level.
But by transporting video games into the realm of social interaction and dating, the act of playing a video game become socially acceptable to teenage girls. It becomes part of the dating ritual, like going to a club or a movie. But what sort of short-form game would be appropriate for a date? And how would that dynamic be?
Normally, when boys and girls play video games together, boys end up playing the game. This has been noted in several studies of games used in educational settings. There are many explanations for this: girls typically are not video game literate and girls' play patterns differ from boys. Noah Falstein in a GDC 2009 session noted that when girls play, one takes the steering wheel while the others crowd around and give comments. For girls, no particular person is in control whereas boys are continually jockeying for control of the controller. Moreover, girls are not comfortable playing a game without knowing exactly how everything works. As Sheri Graner Ray has often stated, even back in the arcade age, a boy was playing the game while a girl stood watching.
However, I would posit that while girls' lack of controller dominance may discourage educational theorists who would want girls to participate (and learn) from games, this is perfectly OK in a social setting. No girl wants the possibility of failure in front of boy and repeated failure only leads to frustration. As casual game developers know, the more a casual player fails at a game, the more likely she is to stop playing the game. Moreover, when considering gender play patterns, it simply follows that a boy playing the game and a girl watching is a normal situation. And a girl's lack of controller dominance does not mean that she is not enjoying the game.
Anecdotally speaking, when a couple of game designers and I went through Gears of War 2 in one sitting, I was quite happy to let the guys go through the game because I knew they could get through it faster. Yet, I felt like I was participating because at choice points, I could voice my opinion, yelling "Right, Right!" or "No, Left!" when we drove over the frozen lakes. Normally, I find it silly to yell when I watch DVDs with friends, but because this game was interactive, I could participate in that way.
I might add that I typically do not enjoy action flicks on the wide screen. I have even fallen asleep during a Vin Diesel film because of the lack of deep characterization. So, it is somewhat surprising to me that I have come to this conclusion that action-packed short-form games would be ideal date material. Simply, in my experience, no other genre of games seemed to be right for this purpose. I have played Braid with the same guys and even though I used the controller with others commenting to me, a puzzle game is simply too slow-paced and furthermore, does not deliver a satisfying shared experience at 2 - 3 hours. I have found the same to be true for RPGs, which often meander and have a slow build-up.
Scientists have said that in the science of love, increased adrenaline output is part of falling in love, which is why television matchmakers try to hook couples up by giving them exciting dates like race car driving or bungee jumping. Fast-paced action games, if at 2 - 3 hours, incite adrenaline and are spectacles to be watch. The narratives, while they could be better, are straightforward and usually on rails like a movie. To top it off, if the couple had something like the Rez trance vibrator, then every time the boy blew away demon-alien hybrids, the girl would receive a happy jolt. However, that's not for first-date hijinks!
So what do you think? Should video games be part of the dating ritual?
25 April 2009
Women in Games U.K. @ DIGRA 2009 Call for Papers
Currently in its fifth year, Women in Games U.K. is an annual conference with the distinct aim of highlighting the most recent, groundbreaking work in computer game research and development to both academic and industrial worlds. WiG has consistently addressed the empowerment and professional development of women working in, and researching into, games and the games industry. In 2009 with the objective of widening the audience and reach of the initiative WiG is running a series of activities in parallel with key games events, both academic and industry, to deliver focused work to the wider community.
19 April 2009
Microsoft Recognizes Game Industry Women
Microsoft held its first ever Women in Gaming Awards Luncheon on Wednesday during GDC, an intimate event recognizing the accomplishments of all women in an industry currently dominated by men.
Winners in the four award categories were:
Art
Kiki Wolfkill
Executive producer, director of art, Microsoft Game Studios, working on the Halo franchise
Design
Robin Hunicke
Designer and producer at EA, working on MySims, Boom Blox!
Programming
Corrinne Yu
Principal engine programmer, Halo Team Microsoft
Production
Siobhan Reddy
Producer on LittleBigPlanet at Media Molecule
Attending the luncheon via video was Sims and Spore man Will Wright, who was unable to make it to the event in person. But in his message he said that in his experience in working with women, they aren’t necessarily any better than men at design, but they are able to see things differently, and bring new depth to game design. In all, he’d like to see more women in senior management positions in the games industry
Sande Chen contributed to this report.
18 April 2009
GDC: We Need More Women in Games
It's more critical than ever for women to get into games, whether it's as a player or as a developer.
That's according to a panel comprised primarily of women on the closing day of GDC. But women don't always recognize or even have confidence in their ability to be game designers.
“The game industry has created a box around itself that says 'get out,'" says Tracy Fullerton, associate professor of interactive media at University of Southern California. "If you’re not dedicated to hardcore games, you’re not a gamer," some believe. That leads some aspiring female designers to doubt themselves because they prefer so-called "casual" games, not Gears of War or Halo.
"I think the industry has to invite people to come in and play.” Nintendo, she notes, is a prime example of making gaming more inviting.
Attracting more females to actually work in the games industry is also tied to encouraging more women to play games. Men and women often play games in very different ways, and the best games encompass all play styles.
Fullerton talked about her experience in a Halo clan that was comprised of both men and women. “I realized we weren't playing the same game. The guys were playing ‘I beat that guy,’ whereas I was playing ‘I am hanging out with my friends,’ yet we were both having fun in that same game.’”
Noah Falstein, president of consulting firm The Inspiracy, was fascinated when he watched girl friends of his 10-year-old daughter play Diablo II. One of them wasn't interested in slaying monsters; she played it like a shopping game, buying different items.
“One of the effects of getting women into game design is that they are going to add play patterns," says Fullerton.
And with wider-appealing game design comes a wider audience, a good thing for the games industry as well as gamers.
Sande Chen contributed to this report.
15 April 2009
Play Games to Work Smarter: Why It is More Critical than Ever that Women Play and Develop Games
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.
09 April 2009
National Computer Camp Scholarship
31 March 2009
2009 G.I.R.L. Scholarship
Applications are now being accepted for the 2009 G.I.R.L. Scholarship to help educate and recruit more women into the field of video game production and design. Sponsored by Sony Online Entertainment LLC (SOE) a global leader in online gaming, and administered by Scholarship America®, a leading non-profit educational support program, applications are available at https://www.
For 2009, the scholarship winner has the option of working at SOE San Diego on our forthcoming MMO Free Realms.
Applications are due by April 29, 2009.
Call for Submissions: Randy Pausch Scholarship Fund
The scholarship fund honors Dr. Randy Pausch, professor of computer science, human-computer interaction and design at Carnegie Mellon University (CMU). Dr. Pausch, a co-founder of CMU’s Entertainment Technology Center (ETC), has had great influence within the industry through his teachings, sabbaticals at Walt Disney Imagineering and Electronic Arts and consultation with Google on user interface design.
Information on the Dr. Randy Pausch Scholarship Fund and the application process will be available beginning March 31, 2009 at www.interactive.org.
18 March 2009
Girls in Tech NYC Relaunch Party
(Pssst...this event is co-ed. Gents are welcome too!)
RAFFLE PRIZE
We'll be raffling off a hot KaraB laptop bag courtesy of eBags. Your ticket for the door gets you a ticket for the raffle!
GUEST SPEAKERS
Juliette Powell is a media entrepreneur, a community catalyst and author of '33 Million People in the Room: How to create, influence and Run a Successful Business with Social Networking' http://www.juliettepowell.com/book.php
Drawing on first hand experience as a social media expert and co-founder of The Gathering Think Tank, an innovation forum that connects technology, media, entertainment, and business communities, Powell writes about the patterns and practices of successful business leaders who bank on social networking to win. Powell’s background includes a decade of experience in broadcast television as well as in interactive/new media content and formats, and a lifelong interest in people and community-building. With her deep knowledge of the people and technologies at the forefront of social media, Powell has gained a solid reputation for discovering the latest developments and distilling their social and business implications. Her consulting services have been employed by corporate,government and new media organizations, including Red Bull, Mozilla,Microsoft, Compaq, Trump International, the United Nations, the Departmentof Justice, Paltalk, Rocketboom and Nokia.
Joanne Colan has 7 years experience hosting, writing, co-producing and creating broadcast television and radio for major networks and cable channels across international markets.
A recognized name in New Media, Joanne currently hosts daily the video blog Rocketboom <http://www.rocketboom.com/>. With over 100,000 downloads per episode, Rocketboom has been awarded Vloggies Best News Vlog and was an honorary Webby Award 2007 winner.
When: Tuesday, March 31, 2009
Where: M1-5 Lounge
Cost: $10 advance, $15 at the door
RSVP: http://gitnyc033109.eventbrite.com/
17 March 2009
Could You Imagine "Blind" Interviews?
Before blind auditions became common in the 70s, just 10% of new hires at major U.S. orchestras were women. The theory was that women weren't very good musicians. But labor unions protested the hiring process and pushed for blind auditions where musicians would try out behind a curtain so appearance and gender were concealed. In studying personnel from 11 major orchestras, Harvard economist Claudia Goldin and Princeton’s Cecelia Rouse found that 29% of females and 20% of males advanced to the final round in blind auditions. When auditions were not blind, only 19% of women advanced compared to 23% of men. Even though sex discrimination is hard to measure, those stats speak volumes. Fortunately, since the 80s, about half the new hires at the New York Philharmonic, 40% at the San Francisco Symphony and more than a third in Boston and Chicago have been women.
04 March 2009
Paid Maternity Leave is a Win-Win Formula
An excerpt:
There are not many countries in the world with no paid maternity leave. The International Labour Organisation lists only four others: Lesotho, Swaziland, Papua New Guinea and the US. To anyone living in a country where paid maternity leave is well-established, the consequences of not having it are arresting. In the US, the law requires companies with more than 50 employees to offer at least 12 weeks' unpaid leave after childbirth. What do US mothers do after that?
02 March 2009
Why Women Managers Shine in a Downtown
Excerpt:
In conditions of high uncertainty, financial markets value companies that take fewer risks and are more stable. Several gender studies have pointed out that women behave and manage differently from men. They tend to be more risk-averse and to focus more on a long-term perspective. A larger proportion of female managers appears to balance the risk-taking behaviour of their male colleagues.
21 February 2009
WIGI Community Mixer at GDC 2009
The Art Institute of California - San Francisco
1170 Market Street
San Francisco, CA 94102
(Just a few short blocks from Moscone center at 7th & Market Streets)
Date: Wednesday, March 25, 2009
Time: 6:30 p.m. — 9:00 p.m.
RSVP through Facebook, LinkedIn, or Evite
24 January 2009
Women who hit glass ceiling are pushed to start new businesses
They also found the stereotype affects women's upward mobility, said Jenny Hoobler, an assistant professor of management who led the study.
"We found that rather than women's actual family-work conflict, bosses' biased perceptions" of it account for why women are given fewer promotions, she said."
07 January 2009
Petition to Congress for Equal Pay Remedy
Last year, the Senate failed to get the 60 votes necessary to force an up-or-down vote on the Lilly Ledbetter Fair Pay Act, which would mandate that women receive equal pay for equal work. Now, with a new session of Congress in place, the House is ready to take up the fight again.
With President-elect Obama soon to take office, we now have a real chance to pass this legislation that could do so much for so many American women. There will be a battle in the Senate, and the best way to come out of the gate strong is for the bill to pass by an overwhelming majority in the House.
Women across America are counting on Congress - I just took action to tell my member of Congress to support the Lilly Ledbetter Fair Pay Act. I hope you will, too.
Please have a look and take action.
http://act.credoaction.com/campaign/support_ledbetter/?r_by=-1935465-3wAQb9x&rc=paste
Thanks!
06 January 2009
Animation Army WIGI Mixer in L.A.
Time: 6:30 pm to 9:00 pm
Hosted by: Animation Army & WIGI
This month's PRESENTER: Richard Taylor - EA Games
Richard has been working on the cutting edge of visual CG production for decades. From directing effects on Disney's TRON to winning CLIOs and HUGOs for directing huge commercial campaigns like the 7 Up "Spot." Richard is now the Cinematic Director at Electronic Arts L.A. Studio where he designs and directs cinematic sequences for games such as: Lord of the Rings: Battle for Middle Earth, I & II, Command & Conquer 3: Tiberium Wars.
THANKS TO RICHARD & EA GAMES SOME LUCKY ATTENDEES WILL WIN SOME NEW EA GAMES FOR
XBOX AND Wii...DON'T MISS IT!!
We are also giving away a "resume overhaul" ($600 value) from the Mary-Margaret Network and a career coaching session from Pamela Thompson recruiting, fully rigged 3D character design from Evolver and games from Electronic Arts.
Our generous sponsors include: Mary-Margaret Network, Evolver, Pamela Thompson Recruiting, Electronic Arts and Sheppard Mullin.
05 December 2008
WIGI Vancouver Fundraiser
6 pm to 9 pm
Co-hosted by Wired Woman & Women in Games International
$25 members (visit www.wiredwoman.com
membership is free! so subscribe and then register) / $35 non-members
Special $10 student rate:
email mentorship.van@wiredwoman.com to obtain your student rate! (Please
show valid student ID at the door).
Secretly wanting to expose your inner Rock Band? Have a competitive edge in
you? Or just want to come out and have fun, network, and mingle? Join us for
a pre-Christmas mixer! This event is going to be a blast! Lots of door
prizes, games, contests, great people, food, drinks, engaging conversation
and a whole lotta fun!
PLUS.... BREAKING NEWS:
We'll be rockin'. Battle of the Bands - ROCKBAND
This event is a fundraiser. Funds will enable our Vancouver chapter to
grow, and other directives to be determined at upcoming focus groups.
25 November 2008
Women in Games International Launches Online Auction
Women in Games International (WIGI) presents their WIGI Celebrity Ebay Auction, a collection of over a hundred video games and game-related merchandise items -- much of it signed by industry leaders -- being auctioned to raise funds for Women in Games International.
If there's one thing gamers love more than games themselves, it's awesome game-related merchandise. That's why Women in Games International is happy to announce their 2008 celebrity auction, a collection of over 100 items generously donated by leaders in the video game industry -- including Bungie, Microsoft Game Studios, Electronic Arts, and many other game companies.
WIGI auction items include everything from signed blockbuster games to game design books to hard-to-find vintage paraphernalia. You can check out their website for a full list of items. A few items that may pique the interest of bidders include Halo 3 high-quality black messenger bag with Halo figurine, books, and posters, signed special edition Xbox 360 copy of Frontlines with signed Kaos shirt, signed Gears of War messenger bag, Gears of War bottle opener, and An Inside Look at Gears of War 2 book, and much, much more.
To find the WIGI auction items online and starting the bidding process, visit: http://shop.ebay.com/merchant/silvar1_W0QQ_nkwZQQ_armrsZ1QQ_fromZQQ_mdoZ, or just go to eBay.com and search for "2008 WIGI Auction." Bidding for the auction begins Saturday, 11/22, in conjunction with the Philadelphia event VGXPO. All proceeds go to support Women in Games International, a non-profit organization that has been working over the last four years to further the inclusion and advancement of women in the game industry.
Visit www.womeningamesinternational.org to see the complete auction item list. Just in time for the holidays, you can begin your bidding online for unique game gifts on Saturday, November 22.
14 November 2008
Recession dents image of macho management
Yet, according to analysis of British companies carried out by the Financial Times, troubled companies would be misguided to rely on female chief executives derisking their operations after male misadventures.
If anything, the research suggests that companies with female CEOs tend to be even more aggressive - with many pursuing ambitious expansion strategies and borrowing large amounts."
25 October 2008
Where Are the Video Games Women Really Want?
23 October 2008
Women left on sidelines in video game revolution
"Those who do land game-related jobs make less money on average than their male counterparts. Women at all levels of the field earned an average of $64,643 last year, while men earned $74,459, according to the survey."
14 October 2008
Co-worker hobbies encourage synergy, productivity
Take a leaf out of these corporate bibliophiles' book, FT, Oct 14, 2008
"Reading, especially high quality reading, is the mental equivalent of losing weight, eating better or going to the gym and has similar benefits."
2 articles from the Financial Times highlight that corporate programs done for seemingly frivolous entertainment have led to synergy and increased productivity.
The Sony Philharmonic Orchestra, composed mostly of engineers in Sony's divisions, has had the positive side effect of collaborations between departments. Reading programs have led to reading groups and book clubs. Reading not only improves communication skills but also, research of brain scans indicate that people who read literature, such as Shakespeare, have dramatic spikes in positive brain activity.
09 October 2008
06 October 2008
Meeting The Needs Of Hispanic Girls With Hip Chicas
05 October 2008
If Women Were More Like Men: Why Females Earn Less
The first ever transgender study of the wage gap shows that men who become women do not do as well financially as women who become men.
In addition, when musicians auditioned behind a screen, this increased the likelihood of a woman getting hired for the symphony.
"He told Schilt that after he transitioned from female to male, another lawyer mistakenly believed that Susan had been fired and replaced by Thomas. The other lawyer commended the firm's boss for the replacement. He said Susan had been incompetent; "the new guy," he added, was "just delightful.""
03 October 2008
Hand over the controller, girl gamers say
In the U.S. economic slowdown, much is riding on the female gamers said Edward Williams, managing director of equity research at BMO Capital Markets.
"Publishers and developers need to create the right content that appeals to more girls in order to maintain the health of the industry," Williams said.
Special Edition Pink Madden NFL
27 September 2008
Study Reveals Women Choose Video Games Instead of Sleep
Commentary on NY Games Conference
Reality Check! Q&A with our Panel of Gamers from the Millennial Generation
What struck me about the teenage girls' comments was that they mostly found out about games through their brothers... and did not have much of an idea of how their brothers found out about games. As for the purchasing of games, they said they bought games for their brothers.
This mirrors previous research that was presented at a past GDC. College-age women mostly found out about games through their husbands or boyfriends. This is why women are typically the "2nd user" of a game. If the game is in the household, they will play it. College-age women also typically bought games for boyfriends or husbands as gifts.
Games of Tomorrow and the Future of MMOGs
John Smedley, President of Sony Online Entertainment, revealed that the EverQuest demographic was 85% male, with an average age of 33. This is why with FreeRealms, SOE wants to appeal to girls and try to get the male-female ratio to 50:50. Smedley explained that since combat appeals to boys more, making combat optional is a way to appeal to girls. Smedley also pointed to the recent success of the movie Dark Knight in asserting that DC Universe Online, as a licensed property, will bring in younger and female players.
Fernando Paiz, Executive Producer of Dungeons & Dragons Online at Turbine Entertainment said that because Turbine's MMOGs, Lord of the Rings Online, Dungeons & Dragons Online and Asheron's Call, were fantasy games, the user base is predominately male, older, with significantly longer play sessions of 2-3 hours at a time.
A Bad Boss Can Send You to an Early Grave
"Then—-instead of getting the facts straight and working alongside their staff to realize a viable solution-—seagull managers come swooping in at the last minute, they squawk orders at everybody, and deposit steaming piles of formulaic advice before abruptly taking off..."
23 September 2008
WIGI/GamerVixens Mixer at E for All
http://www.gamervixens.com/party/
20 September 2008
Games Women Play
07 September 2008
Is Lara Croft Sexist?
WIGI Celebrity Ebay Auction
having a fabulous celebrity auction to raise money for the group. The WIGI
Celebrity Ebay Auction is a collection of over a hundred video games and
game-related merchandise much of it signed by industry leaders auctioned off
to raise money for the Women in Games International. Please watch out for
the items on display and bid on your favorites. All the items have been
donated to WIGI to support the organization.
Items include autographed Law and Order TV script + Law and Order game (Ed Zuckerman, Legacy Interactive), autographed Mass Effect poster + XBox Game + PC Game + Demiurge Studios T (Bioware, Demiurge), autographed Witcher UK version(CDProjekt RED, Writers Cabal), lots of Halo 3 swag (Microsoft), autographed Frontlines: Fuel of War special edition Australian tin + XBox Game + T (THQ/Kaos), autographed Bioshock strategy guide (2K) and lots more!
The auctions will run on Ebay so if you're not at the conference, you can still bid on the items.
05 September 2008
WIGI Community Mixer - Vancouver
Come fuse & mingle with current and future game pros,
in conjunction with the SIGGRAPH/SPARK Animation
event in Vancouver, British Columbia.
HOSTED BAR/HOSTED APPETIZERS & DOOR PRIZES
All genders welcome
Sponsored by Big Fish Games.
Thursday, September 11, 2008
Time:
6:00pm - 9:00pm
Location:
Goldfish Pacific Kitchen
Street:
1118 Mainland Street
City/Town:
West Vancouver, BC
Tecmo Settles Overtime Suit
26 August 2008
Maternity leave in the U.S.
According to a 2004 study by Jody Heymann, an associate professor at the Harvard School of Public Health, more than 160 countries offer some sort of leave for new mothers, paid by the government. Those that don't include Papua New Guinea, Swaziland, Lesotho - and the United States.
The Family and Medical Leave Act provides up to 12 weeks of unpaid leave for men and women. And even then it covers only people who have worked basically full-time for at least one year at companies with 50 or more employees. That means about 40% of working women don't qualify for leave under the FMLA.
Women in Games Conference
University of Warwick, Coventry, UK
10-12th September 2008
This year’s conference will be looking at such things as what the perception of the games industry is to outsiders and reasons why girls are turned off technology at a young age.
Sign up rates of students studying Computer Science have fallen in recent years and women are very much in the minority. This is why Jane Sinclair and Sara Kalvala, both Associate Professors in Computer Science at nearby Warwick University, wanted to get involved in the conference. Computing in games is one career choice available to Computer Science graduates, though not always obvious to all, but a very attractive and creative industry to be in.
There is plenty of research going on into why and how women play games, and the way they are portrayed, and this is another aspect of the Women In Games conference that makes it so fascinating. Bringing together academia and industry to discuss all these ideas, and explore ways in which more women can be encouraged to seek careers in games makes for a unique conference.
Although concerned with women this conference is also open to men! The industry needs a meaningful dialogue between the sexes as it moves forward.
Deadline for registration is Friday 5th September, sign up now to ensure your place. Conference-standard accommodation is available on campus - no need to drive during the conference, parking is free, and evening meals and entertainment all included! Just sign up for accommodation when registering –follow the registration link on the 2008 page at www.womeningames.com.
Why Women Must Self-Promote
"Through social conditioning that has nothing to do with our industry, but simply our society, women are less inclined to be assertive in such situations because they’re afraid of being judged or told "no." Meanwhile, there are men who quite easily put themselves out there and say, “Here’s what I’ve done, here’s what I can do and here’s why it’s valuable to you.”...
14 August 2008
Woman to Woman, Online
This article isn't about the game industry, but it does show advertiser interest in reaching the online female segment.
08 August 2008
Women and Games: What We Know and Don't Know About the Casual Link
07 August 2008
The Growing Role of Women in Gaming
24 July 2008
Researchers Study Software Gender Gap
Now, some computer science researchers say one solution may lie in the design of software...."
Girls Bridge Gender Divide in Math
17 July 2008
You’ve Played ‘Em, Now Make ‘Em: Careers In Game Development
Lance Powell, Electronic Arts
Tim Trzepacz, softegg.com
Bill Kroyer
Anne Toole, Writers Cabal
What:
Women in Animation
When:
Thursday, July 17, 2008, 7pm
Where:
DreamWorks campus
RSVP and for more info:
Women in Animation
Video game industry tries to broaden its appeal
26 June 2008
Video Games It's a Girl Thing
20 June 2008
WIGI Community Mixer - Seattle
Casual Connect is an annual conference for the casual games industry with over 3,000 professionals attending. The Women in Games International (WIGI) mixer will be held Thursday, July 24, at 7 pm at Dragonfish Asian Café in Seattle, a few short blocks from the Casual Connect site (Benaroya Hall), in the heart of downtown Seattle.
Those attending the WIGI mixer can expect delicious food, cocktails, goodies and amazing chances to network. Meet e-mail buddies face-to-face and mix-n-mingle with industry insiders. All attendees are reminded to bring their business cards to make the most of the event and to qualify for door prizes and giveaways. The event is hosted by Big Fish Games and Women in Games International. Goodies and giveaways will be provided by Big Fish Games, a global leader, developer and distributor in the casual games market.
Women in Games International Community Mixer at Casual Connect 2008
Sponsored by Big Fish Games
Time: 7 pm – 10 pm
Location: Dragonfish Asian Cafe
www.dragonfishcafe.com
722 Pine St
Seattle, WA 98101
(206) 467-7777
There is limited space at this venue, so please RSVP early!
RSVP HERE: http://www.evite.com/app/publicUrl/DVJMALYWVTLXMSZLSGVR/BFG/WIGIMixerCC08
About the Sponsors/Hosts
Big Fish Games
Big Fish Games is a global leader and innovator in the online games industry, producing and delivering the world's best games and game experiences. Big Fish Games Studios develops and publishes the industry's leading brands for computers, mobile devices and consoles. Its portfolio of hit games includes Mystery Case Files®, Hidden Expedition™, Azada™ and Fairway Solitaire™. Big Fish Games' portal at www.bigfishgames.com distributes more games worldwide than any other online site and offers visitors a rapidly expanding selection of content by launching A New Game Every Day!™
Women in Games International
Women in Games International was founded in 2005 in response to a growing demand around the world for the inclusion and advancement of women in the game industry. Women in Games International is managed by a steering committee comprised of like-minded individuals, is supported by corporate and media sponsors and directed by a global advisory board. www.womeningamesinternational.org
30 May 2008
More "Chick Flick" games on the way?
09 May 2008
Aspiring Women Game Artists Competition
Deadline Friday, June 20th
Something is terribly wrong with the Game Development Industry and you can fix it… but only if you are a woman.
9% of game artists are women and they make on average over $10,000 less per year than their male counterparts. (Source: Game Career Guide, 2007.)
Notes on Game Dev invites all women aspiring game artists to submit an essay to the 2008 NoGD Aspiring Women Game Artists Competition for a chance at a full time scholarship to Sessions Online(SM) School of Game Art.
Sessions Online School of Game Art, an accredited online program that can be accessed anywhere, wants to provide education to women and diversify the industry. Students leave the program with a strong portfolio and reel reviewed by faculty and industry professionals before graduation.
Entries will be judged by female leaders in game art and education including Heather Kelley, Sheri Graner Ray, and Cristin McKee. Prizes to be provided by Sessions Online School of Game Art, IGDA, and Game Developer Magazine.
PRIZES:
Two Grand Prize Winners will receive:
• A fully paid grant for the Accredited Game Art Certificate Program at Sessions Online School of Game Art. ($5355 value)
• The right to use the NoGD Grand Place Award Winner digital seal in their future portfolio / reel.
• A one year membership to the International Game Developers Association.
• A one year subscription to Game Developer Magazine.
Two Runners Up will receive:
• The right to use the NoGD Grand Place Award Winner digital seal in their future portfolio / reel.
• One year subscription to Game Developer magazine.
HOW TO ENTER:
DEADLINE FOR ENTRIES:
Friday, June 20th.
GUIDELINES FOR ENTRIES:
Write a 500 word essay that answers the following questions:
- Why do you want to be in the game industry?
- What is your past experience with art?
- What is your dream art job in the game industry?
Submit entries as an email or PDF to competitions@sessions.edu with your name, email, and phone. Deadline is Friday, June 20th.
The winner will be announced on July 1st.
07 April 2008
Women in Games Conference Call for Papers
University of Warwick, UK
10-12th September 2008
Call for papers and participation
The Women In Games conference encourages research and seeks to promote careers for women within the games industry. If games are to become a true sibling medium to music and cinema, the industry needs greater balance in its audience and its workforce. The Women In Games conference welcomes participants from both industry and academia, providing a forum for presentation and discussion of issues relating to all aspects of women's involvement in games, including game development, game playing and women as portrayed within games.
Although this conference is concerned with women and games please note that men are also very welcome to participate! The industry needs a meaningful dialogue between the sexes as it moves forward.
Further details of the conference and this year's themes are available at the conference website: www.womeningames.com
Call for Girl Games
website focusing on games specifically designed for girls between the
ages of 10 and 18. Independently developed games for tweens and teenage
girls are being sought. While all games will be considered, games which
contain some educational element in one or more of the following areas
are preferred. Of special interest is the objective to engage more
girls in virtual worlds to the extent that they have an opportunity to
learn lessons in:
Money management
Math
Science
Technology
Engineering
Games must be rated E for Everyone.
Games must be playable on standard home computers (Windows 2000 or
later) and should not require the latest graphics, sound, or video
cards.
Selected games will be published with very favorable terms for the
developer. Details will be contained in confidential communications
with selected developers.
For immediate consideration, reply in confidence with the following to:
Elizabeth Hubbard
Synaptic Gaming & Simulation, L.L.C.
Managing Member
ehubbard@synapticgaming.com
Name of the Game
A summary of the game (limit 500 words)
If the game contains an educational element, identify the learning
objective(s)
6 screen shots
Brief statement of what makes the game appealing to girls
System specs for the game's optimal play
Game credits (including writers and artists)
Contact information
We invite you to share this Call for Games with other independent game
developers. This is an open and on-going call. There are no deadlines.
All submissions will be evaluated as they are received. The target
launch date for the new website is June 1, 2008.
03 April 2008
How stereotyping affects testing and performance
Excerpts:
"
“Stereotype threat can be induced by a variety of subtle cues in the
testing environment,” McGlone said, “such as the gender composition of a
class or being asked to indicate one’s ethnicity or gender on a test
demographics question. These cues heightened awareness of people’s
‘ascribed identities’—for example, identities based on things about
themselves that they can’t easily change.”
McGlone acknowledged that many aspects of personal identity are
achieved—membership in social categories based on individual
achievements—rather than ascribed. He contended that deficits in test
performance caused by stereotype threat could be mitigated by reminding
test takers of the achieved identities they possess for which there are
positive performance expectations.
“In other words, by putting women in a situation where they’re not
preoccupied with negative gender stereotypes, you can significantly reduce
the gender gap in standardized testing performance,” he said.
"
02 April 2008
Pair Programming and Women
Pair programming, when used as a form of collaborative learning, has been
shown to increase the number of women (and men) persisting in their
previously stated intent to pursue degrees in computer science. In
addition, paired teams have been found to significantly outperform
individual programmers in terms of program functionality and readability,
to report greater satisfaction with the problem-solving process, to have
greater confidence in their solutions, and to be more likely to complete a
programming assignment.
Surprise Surprise Video Game Study Discounts Girls
by Suzanne Freyjadis-Chuberka
"
Two Harvard researchers have just released a book based on a study about
the nature of violent games and their effect on youth...
In an interview the lead researcher, Prof. Cheryl Olson says, "Since we bought into the myth that girls don't like violent games, we didn't recruit them for focus groups in this set of studies." ...
"
19 March 2008
Diary Girl
KONAMI SHIPS DIARY GIRL TO RETAIL STORES NATIONWIDE
Make Friends Around the World With New Children's Title on Nintendo DS™
EL SEGUNDO, Calif. - March 18, 2008 - Konami Digital Entertainment, Inc. today announced that Diary Girl™ has shipped to retail stores in North America. Developed for Nintendo DS™ system, this title provides girls of all ages the ability to interact with friends through their own customizable avatars, as well as organize a calendar and address book in their own password-protected electronic journal.
"The Diary Girl package gives young gamers an organizational tool, mini-games, and a social interactive component, all on their personal DS handheld system," said Rozita Tolouey, Director of Marketing for Konami Digital Entertainment, Inc. "Kids increasingly crave games with a social networking aspect and Konami is dedicated to giving them that and more with this new title."
Diary Girl packs friends, fun and organization in a password-protected electronic journal for Nintendo DS. Featuring a daily calendar and an address book, Diary Girl is a lifestyle accessory for the busiest girl around. Players are given their own avatar to customize with various clothes and accessories, as well as make-up and hair. For the girl on-the-go, advanced DS capabilities allow young gamers to talk to their friends in real time without a cell phone using the WiFi voice chat function of the game, and instant message with the Picto-chat style text messaging service. To complete the Diary Girl package, players can also participate in mini-games including mazes, jig saw puzzles, card matching, and personality quizzes. No girl's DS collection can be complete without Diary Girl.
02 March 2008
Little Girl Games
An excerpt
"It's easy to see how these kinds of elements might get overlooked by a development team comprised primarily of young men. But as Corbetta explained, one of the first things he learned in working on licensed titles is you're not making a game for yourself."
29 February 2008
Interview with Per Rosendal of Guppyworks


24 February 2008
Sony Scholarship
SAN FRANCISCO (AFP) - Sony Online Entertainment (SOE) said Wednesday it is luring women into video game design with a 10,000-dollar scholarship and paid internships.
"We are under-represented," Devra Pransky of SOE told AFP after the announcement of the scholarship at a major Game Developers Conference in San Francisco.
"Video game making is male dominated and we need to change that."
A Sony-sponsored survey in January of female students enrolled in game design and programming at The Art Institutes showed that about half of those surveyed think more women would play video games designed by women.
The perception of the video game industry being a male bastion deters women from getting into the field, those surveyed agreed.
"It is a misdirection that women don't like video games," said SOE publicist Taina Rodriguez, who sported a lime green t-shirt with the acronym G.I.R.L. -- Gamers In Real Life.
"If more women make games, then more women will play games and get excited about making games. We want to strengthen that cycle."
Students enrolled in The Art Institutes schools can begin applying for the SOE scholarship in April. The winner will get 10,000 dollars for tuition and a paid internship at an SOE studio.
The Art Institutes has 35 campuses in the United States and offers online education.
"I love games, but I'm a bit old school," said Niki Dominguez of The Art Institute of California in San Diego. "I'm an Atari fan."
She also boasts a nine handicap playing golf on Nintendo's Wii video game console.
Students enrolled in accredited universities or trade schools can also apply for SOE internships.
NYT article: Vital Signs (Men and Video Games)
Patterns: A Video Game, an M.R.I. and What Men's Brains Do
By ERIC NAGOURNEY
Published: February 19, 2008
Why does it often seem that men enjoy playing video games more than
women? Perhaps because they do.
A new study finds that when men play the games, a part of the brain
involved in feelings of reward and addiction becomes much more
activated than it does in women.
This may explain why men are more likely to report feeling addicted to
video games than women are, the researchers say in an online article
in The Journal of Psychiatric Research. The lead author is Fumiko
Hoeft of the Stanford University School of Medicine.
For the study, the researchers took a group of 22 young volunteers —
half men, half women — and had them play a game as an M.R.I. machine
looked at what was happening in their brains. The study found that in
the men, there was much more activity in the mesocorticolimbic system.
Given the abundance in video games of violence and other themes near
and dear to many men, there may be a natural explanation for why their
brains light up more. But the senior author of the study, Dr. Allan L.
Reiss, said the researchers made a point of steering the game they
used in a more neutral direction.
The volunteers played a simple game in which they were told only to
click the images of balls they saw, with no mention of a goal.
The players soon figured out that if they kept the balls from
advancing too close to a wall, they gained ground. Both the men and
the women did well — but the men did a lot better and appeared more
motivated to acquire terrain.
Link to article:
http://www.nytimes.com/2008/02/19/health/19patt.html?_r=1&th&emc=th&oref=slogin