It is observed that the games people play during their leisure activities are almost always indicative of the sorts of activities they are most acquainted with on a professional, social, and academic basis. A person who plays computer games is more likely to work with computers outside of just their games, for example. Furthermore, surrounding many games, there tends to be a kind of community or society of gamers. These gaming groups often act to support the individual gamers, encouraging stronger kinship and proficiency in game-play, which in turn encourages stronger interactions outside of the game-play environment. The problem facing the female gamer is: industry motivators are generally aimed at men more than women. There exists a problem of visibility, and accessibility. The goal of this project is to identify how women play games, and what sorts of social groups are most inclusive to women in gaming.
|Presenter:||Scott Myers (Undergraduate Student)|
|Topic:||Women and Gender Studies|
|Time:||10:45 am (Session II)|