No Girls Allowed: Women’s Involvement in Video Games
During our discussion of gender, I found myself understanding many of the articles in terms of my own experiences. As a woman who loves video games, I am very much aware of the sexism and gender inequality that exists in that realm.
Video games have long been a “boy’s club.” Despite the fact that women helped to pioneer the field of gaming, men have always dominated it, both in culture and industry. Even though women now make up 50% of gamers, there is still the feeling that women gamers are a minority. Games are still being designed, developed, and marketed as if female gamers are a small and insignificant fraction of the customer base. I worked as a design intern for a mobile game developer, and upon expressing my disgust at the highly sexualized advertisement art, was told “If you want to get ahead in this industry, you’re going to have to suspend your feminist morals. This is what sells.” This attitude is prevalent in the gaming industry. These issues have enormous implications for both women in the industry and women who associate themselves with the culture. One a deeply under-represented minority, the other reduced to minority status regardless of actual representation.
Women who seek to work with video games are faced with formidable roadblocks to success. First and foremost, stereotypes, many of which are consciously promoted by people within the video games industry, create an hostile environment for women to pursue video games. Stereotypes that inhibit female participation in the game industry include ideas that women are not as talented as men in the usual required fields (math, engineering, computer science) and that women do not understand how to make a game that will appeal to the masses (based on the equally incorrect assumption that the masses are predominately male). As we saw in the Correll article, men rate their ability as higher (regardless of actual score) than women when they perform an activity that they have been told men are better at. In the game industry, most executives are male, and so hiring males to do a job they think males are better at is the usual (albeit sexist) response. The damaging stereotypes coupled with the cumulative perceptions of male skill create an environment reminiscent of the Rivera article. Women are not being pushed out of the hiring pipeline because there are fewer of them who are talented enough, but because gaming executives have inherently sexist hiring procedures.
The Waldfogel article also highlights an interesting trend which has implications for the gaming industry as well. Women without children can “edit” their femininity, but with children, femininity is confirmed. Having children and childrearing is so heavily associated with female gender roles that woman can no longer function in that industry by being “one of the boys.” The main issue here is that women have to edit their femininity in the first place. For women who present as highly feminine, the stigma of “sleeping one’s way to the top,” comes into play. The stereotype does not specifically involve sex, but it implies that the only reason the women has any influence is because she is using her femininity to manipulate the man who is in charge of things.
The sexualization of female characters, the intentional marketing of games toward men, the attacks on female character inclusion in games, the exclusion of women from being in a voice in the gaming community, and the general toxicity of masculinity in gaming culture all contribute to the persistent, almost propagandistic, idea that women should not be playing or making games.