While the numbers of women entering the game industry
fray have undoubtedly increased over the past several
years, those numbers can still appear remarkably low. A
glance down the list of over 200 speakers at the recent
Game Developers Conference revealed about one female for
every twenty male speakers, and at least one game
development school reports almost 90% male enrollment.
So, why aren’t more women involved in game development?
And what is being done to change those numbers?
Why don’t more women work in the industry?
Recruiter, Melanie Cambron, who also
contributes to this
publication, believes the discrepancy stems from the
differential treatment of boys and girls in math and
science classes. According to Cambron, research has
shown that middle school girls view math and science
less positively than boys, and are not as likely to take
up hobbies or activities involving these two subjects.
Additionally, she says, research indicates that social
attitudes are often formed in middle school and continue
through high school. In other words, she explains,
"girls who don't enjoy math and science in middle school
probably won't change their mind about these subjects in
high school. Only three years ago, 1/20 of girls taking
the ACT, compared to 1/4 of boys, indicated that they
wanted to pursue majors in Engineering or Computer
Science."
Game designer Heather Kelley (Thief 3) of Ion Storm-
Austin, and co-chair of the IGDA’s Women in Game
Development Committee (WIGD),
agrees. "Traditionally, girls are not as encouraged as
boys to develop their technical skills," says Kelley,
"There are still plenty of deeply entrenched cultural
barriers to overcome," says Kelley. "For instance,
parents may buy a computer for their son, but not for
their daughter."
Cambron notes, "since the game industry is so
predominantly male, and consequently, not as popularized
in female circles, many young women simply are not aware
of game development as a career option. You just don't
see many ‘The Ladies of Level Design’ features in
Vogue or Seventeen."
An industry success story
While their numbers may be few, the industry does
boast notable female role models such as Jaimee B. Wolf,
co-founder of
Xicat
Interactive, Inc., publisher of games such
X-Plane, nominated on
Gamespot for the
"Best Simulation" of 2000. An avid gamer who turned her
passion into multimillion dollar company, Wolf handles
financial aspects of Xicat’s business, as well as new
contracts and media relations.
Along with Xicat co-founder Reto Bodman, Wolf’s
business began in 1991 as a record company. It was, in
Wolf’s words, a "hobby" that "turned into a business."
Licensing from Sony, EMI as well as smaller labels, the
company also gained distribution in the US and Europe.
"We then began to release game compilations," says Wolf,
"which, at that time were bundled with computer systems.
Next, we began to release them as stand alone units
through retail. Then we moved on to PC content and then
to console games." Today, Xicat games are sold in
20,000 retail outlets in the United States and in 15,000
retail outlets in Europe.
And, when considering games for publication, does
gender play a role? Does she feel an obligation to
choose games that are not demeaning to women? Wolf finds
that, for her, gender, as well as personality, and
tastes come into play. "I guess it depends on your
tolerance level," says Wolf. "While I cannot think of
any game that we have released that was demeaning to
women, I do remember one instance when I had a ‘gender’
opinion. In that case, I liked the strategy game we
released entitled, Cultures, and I was a strong
supporter of the title within the company. After playing
and reading the manual, however, I wanted the women to
have more interaction than just cooking and procreation.
But, it was based on history and as women didn’t fight
or work, ultimately, I felt I could let it go."
The fact that Xicat is run by a female, is certainly
not promoted on the Xicat site. And articles where Wolf
is quoted, while noting she is a female executive in a
primarily male dominated industry, don’t really dwell on
that fact. Wolf says this is not something she
downplays, so much as something she simply does not
bring up. In short, she feels, it is irrelevant. "I do
still receive mail to Mr. Jaimee Wolf," she says.
"Sometimes, when I meet people they say ‘oh, you’re
Jaimee.’ That is funny."
Making changes
"While the San Jose Convention Center during GDC is
still one of the few places where there is no line at
the ladies room," Cambron laughs, "I've seen a wonderful
increase in the past five years that I’ve worked in the
industry. As more and more women are exposed to games
and more games are being developed that appeal not
only to males, we are seeing a steady increase in women
in game development. I think most people with any
business sense would love to see those numbers grow, not
only to provide more opportunities for women, but also
enjoy a diversity of game content."
But for those numbers to grow, Cambron believes the
change must start in elementary school. "Parents and
elementary school teachers may not even be aware of
their subtle and subconscious differential treatment of
boys and girls," explains Cambron. "Toys, games,
books, and activities to which they expose their
children make a huge impact on chosen interests, college
courses, and ultimately on career paths." Cambron
believes companies and game development schools likewise
could encourage more females to join the game industry
through career days, and the like, specifically, targeting girls' organizations.
"I used to drag my girlfriends to arcades when I was
younger. Now they joke that I have made a business out
of it," reflects Wolf. "The best job in the world is to
do something you love. I think if more women played and
were interested in the new technology, then perhaps
there would be more in the industry."
Kelley concurs, "At the high school and college
level, students, especially girls, need a better
understanding of game development as a profession." In
that regard, Kelley cites the IGDA’s education committee
which put together a site called
Breaking In for high school and college students to
tell them more about the industry. Kelley says, for the
site, a concerted effort was made to ensure women were
represented in all areas of game production.
Targeted scholarships
At least one school has made a specific effort to
encourage more women to consider careers as game
designers and developers. Recently, the Center for
Digital Imaging and Sound (CDIS)
in Vancouver offered $35,000 in game development
scholarships for females. And, according to Penny
Cholmondeley, Communications Coordinator for CDIS, the
response was "amazing."
"We received more inquiries for this scholarship than
any other we have offered in the past," says
Cholmondeley, "What has surprised us the most, is the
number of inquiries from prospective international
students. Often, word about our school spreads well
locally and within Canada, but this has spread to Europe
and Asia as well. This scholarship has taken on a life
of its own that we couldn't have predicted, but are
ecstatic about. Media coverage has also been
overwhelmingly positive. The general tone of the emails
we have been receiving from potential applicants is one
of excitement, and the quality of applicants is quite
high-caliber."
Cholmondeley admits that while the scholarship offer
did provoke some heated "reverse discrimination"
discussions on some of the gamer bulletin boards, that
sort of discussion ultimately "got the word out about
the scholarship, and actually helped us promote our
other game scholarships." Cholmondeley also noted that
the school has a $200,000 Top Gun Gamer scholarship
which is open to everyone.
Kelley believes it is this kind of "proactive
investment" that "will jump-start the next generation of
female game developers."
"We have had a tremendous amount of support from
the industry itself," says Cholmondeley, "Most are thrilled
that we are offering this scholarship, as they see no
reason why women shouldn't be encouraged to explore
careers in gaming."
WIGD
Other industry initiatives are being led by Kelley
and WIGD. Says Kelley, the
committee’s first year-long initiative is to look at the
industry to get some numbers, "a statistical snapshot,
of sorts." The committee intends to use the collected
information to "measure our progress later." According
to Kelley the committee has a number of initiatives
under discussion such as education, mentoring and a
speakers bureau. "The idea is to have a series of
discrete, concrete goals that we can work toward, with
specific timetables and deliverables."
Kelley believes "just
the fact that we (WIGD) exist is encouraging. There are
women and men who are serious about the work, love it
enough to actively evangelize it to newbies, and who
want to diversify the field in the process." One of the
biggest parts of the WIGD’s "encouragement network" is
the
women_dev mailing list which Kelley calls "our
community." While no "membership list" per se is kept,
Kelley estimates about 136 members are on the women-dev
list today.
WIGD sponsored three sessions at GDC2002, all of
which, says Kelley, enjoyed "great" turnouts. "But I
think what’s best about what we do," she says, "is the
sheer diversity of participants, covering a wide range
of experience, disciplines, opinions, game genres, and
more. There is no party line or dogma about who can
participate, the only thing that’s essential is that you
want to improve the gender balance in the game
development industry. Everything else is fodder for
lively debate."
In terms of encouraging women to join and stay in the
industry, Wolf believes that mentoring, in particular, is
a good idea. "While I have heard in meetings
that some women are afraid to help out or mentor another
woman, as they may take their job some day, I find that
narrow thinking. That indicates a belief that women are
only rising to the top as a token -- that there is only
one spot. I don’t believe that is true."
So, are things changing? When asked what significant
changes she has seen during her tenure in the industry,
Wolf concludes, "We are taken seriously."