Games for Girls

From girlgamers.co.uk
The usual BPM for this week got posted a bit earlier than usual, but you can check back here if you missed it.
As a substitute though, I thought I’d aggregate a few links to the growing discussion about video games that specifically target female gamers. An excellent post at Wired highlights some of the top contenders for most awkward thing to teach a young girl.
The games listed in the article vary in subject matter from using clothes and behavior to be accepted by the “Pretty Committee” to revolving around trying to get a boyfriend. Other titles only allow the female character to advance by purchasing clothes and jewelry. A similar post at Brainy Gamer summarizes the issue nicely:
Most video games for girls send a steady flow of narrow images and self-limiting notions about how to succeed in today’s culture. They reinforce all the worn-out essentialist tropes: be beautiful, be fashionable, be popular. If parents want to worry about the messages kids receive from video games, they should pay more attention to these.
Other than the inherent nature of the media a person playing these games are exposed to, it is hard to say what kind of effect these games may have. Craig A. Anderson, who is one of the psychologists arguing in favor of a connection between violence and video games, points out in a FAQ, “all games teach something, and that ‘something’ depends on what they require the player to practice.” Anderson is outlining how both positive and negative behavior is taught through games in that quote, but the potential for negative behavior outside of just the violence that he addresses is very real. A child who constantly acts out, achieving success through purchasing clothes and behaving how their friends want them to might be, absorbs some strange lessons.
These question are further complicated by the fact that these types of games aren’t even considered particularly popular in their target demographic. A post at Feminist Gamers points out that a survey at the Institute of Adolescent Health found that girls ranked Grand Theft Auto as their favorite game. It was followed closely by The Sims, which allows female characters to be or do just about anything. Considering that even the most violent games are just empowerment fantasies, it isn’t surprising that these can be enjoyed by anyone regardless of gender.
One of the ideas that Ian Bogost outlines in Unit Operations is that our relationship with games work as a sort of response to the game’s world. That is, we look at how the game is depicting reality and contrast that with our own perspective. The things that we can do in the game that conflict with how we believe the world works generates an emotional reaction. In a game like Grand Theft Auto, my reaction to stealing a car is one of excitement because I personally could never do that. There are moral reasons for this but also social concerns that intervene like law, friends, and concern for hurting another person by taking their car. It’s fun to do it in the game because of the conflict that the activity has with my perception that what I’m doing is not possible normally.
The issue with a child playing one of these games revolves around the question of which misconception about reality is easier to correct. An adult would reasonably be able to correct a twelve year old child’s misconceptions about violence seen in a video game. But a young girl believing that the best way to make friends is through buying clothes and being pretty might be more impactful.
Put another way, you might be better off with your kid playing Grand Theft Auto after all.



Comments
One thing I find interesting is how the discussion of “girl games” so quickly falls into wondering about what message is being sent or what “lessons” are being taught. With other games, like GTA even, it seems like the discussion has already gone way past the action on screen as something to mimicked and we have more developed senses of hypothetical, cathartic, or even ironic play spaces. (I disagree with Craig Anderson, in other words, or at least want to point out that the behavior “taught” in games is usually only rewarded IN the game, like you say of GTA.)
But get a game targeted at girls, and suddenly we’re back into freshman composition essay land of how Cosmo makes girls want to be skinny. Even when we take a game that isn’t marketed only at girls, like The Sims, when gender comes up, it seems like the focus turns quickly back to clothes and dating, ignoring the host of other things that women can actually do in the game.
Maybe that’s because the games themselves do fall into a naive model of reinforcing what they expect girls want. But I always want to know if *real* girls play those games the way we assume they play them. I mean, how many 8 year olds might fire up a Barbie game and try to play her against type, even making her <gasp> NOT hook up with Ken?
Comment by mummifiedstalin — July 16, 2009 @ 9:12 am
Anderson is an odd duck. I’ve been going through his book and research and have started to think he’s not quite the boogie man people want him to be. Politicians and lawyers trying to prove that school shootings are caused by video games co-opt his research, but all he’s really saying is that games can make powerful statements to young children. He’s got a bit of a Captain Ahab problem when it comes to proving a connection between media and long-term aggression, but he inadvertently ends up on the side of ‘video games as art’ because he systematically demonstrates that they are not just games.
Anderson’s argument, re-applied away from violent media, is that if all these games involve is repetitively having someone act out a limited role as a girl, that’s going to have an effect. Or as he puts it, it’s not really the shooting or the making out with Ken that’s the problem, it’s doing it for hours and hours.
Comment by L.B. Jeffries from South Carolina — July 16, 2009 @ 12:49 pm
Mentioning games for girls that are more positive experiences might be better than simply complaining.
Last year’s title, ‘Dangerous High School Girls in Trouble!’ is for girls (and guys) TEEN and older. It’s about girls working together to make their town a better community.
Miss Management is about business relationships and is good for most ages.
What other games can people here mention?
Comment by Musenik — July 24, 2009 @ 10:41 am