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Special Issues for Girls According to the research group IDC, 70 per cent of players of games written for consoles -- such as Xbox and PlayStation2 -- are male. (Source: Associated Press, July 2005)
In a market targeted primarily at males, therefore, games that appeal to girls can be hard to find. Generally girls aren't interested in the violent "first shooter" games favoured by boys, and many of the girl-specific games promote stereotypical interests such as makeup and fashion.
Girls need creative games that engage their problem-solving and strategic skills, and involve interaction and cooperative play. If girls are to become active users of technology, the video-game industry must be encouraged to design games for them that are engaging and fun. Parents can play an important role in helping girls become more comfortable with video games and technology by: - buying games that appeal to their interests and hobbies.
- looking for games that don't contain stereotypes of men and women.
- introducing the You Go Girl in Technolgy (YGGT) Initiative to your local Girl Guide unit. YGGT includes Internet badges for all levels of Guiding. (See right sidebar for more info.)
- making sure they have equal access to the computer and video-game console at home.
- encouraging them to invite girlfriends over to play games.
- writing to video-game manufacturers and asking them to follow GirlTech’s Guidelines For Improving Video Games for Girls. (See tip sheets on the right sidebar.)
- playing games with their daughters.
- enrolling them in girls' computer camps or computer courses.
- volunteering in their computer classes
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Related MNet Resources Special Initiatives You Go Girl in Technology Tip Sheets
Talking to Kids about Gender Stereotypes
Guidelines for Improving Video Games for Girls Recommended reading, viewing, surfing Articles
Women gear up for gaming invasion (BBC, June 2005)
The myths, misconceptions, and misdemeanors of females in games (1up.com, January 2005)
These toys aren't for boys (Macleans, June 2004)
Studies
Girls and Gaming: A summary of the research with implications for practice (Teacher Librarian, February 2004)
Fair Play? Violence, Gender and Race in Video Games (Children Now, Dec. 2001)
The Girl Difference: Short-Circuiting the Myth of the Technophobic Girl (Girl Scouts of the USA, 2001)
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