Stereotypes and new perspectives in video games when targeting female players

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hdl:2117/394013
Author's e-mailclararatera
gmail.com

Tutor / directorMartín Mínguez, Mónica
Document typeBachelor thesis
Date2022-07-20
Rights accessOpen Access
Except where otherwise noted, content on this work
is licensed under a Creative Commons license
:
Attribution 4.0 International
Abstract
The video game industry has been dominated by male figures for many years since its
beginnings, creating video games for themselves and, as the market was growing,
assuming that was the only audience available and focusing all its efforts in creating
more experiences following the same rules.
As our society has developed and gender norms are changing, women have stepped
onto the market. While initially receiving an influx of stereotyped games for young
girls, the industry is now moving to a different point of view. Realising that women are
a very important section of their market with many questions regarding their interests
and how they respond to the stimulus and reward systems that have been put in place
by men.
This study looks into the history of video games and how we have reached this point,
how female characters have been represented in the video game industry and how
players have been stereotyped following old gender norms that are seldom accepted
nowadays. It also finds the new roads of study and challenges that new developers are
taking on to cater to this audience.
I then use the data compiled through the knowledge dive about women’s preferences
and dislikes in video games to analyse opposite relevant titles of the same genre and
find similarities between both genders’ tastes and which elements make women enjoy
a video game the most. Proving that the genre of a video game doesn’t automatically
fit into a set audience and that the theming and rules around it are just as or even
more important to the player.
DegreeGRAU EN DISSENY I DESENVOLUPAMENT DE VIDEOJOCS - Barcelona (Pla 2014)
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