There are various explanations as to why digital games have arisen as a "guy thing." However, the increased amount of female games that are designed for girls may condone women to see technology such as computers as good instruments. The question is to how valid this argument really is.
As Michele D. Dickey notes,
" The main problem with developing games specifically targeted for girls and women is the question of whose notion of female is being portrayed in the game. There is danger in perpetuating cultural values that limit female roles and participation." Michele D. Dickey, Girl Gamers: The controversy of girl games and the relevance of female-oriented game design for instructional design.
Hence, it is significant to cross-examine whether the benefits of female apertures will defeat the conceivable disadvantage. Games such as Disney and Barbie definitely feed into specific stereotypical female interests.
"Interestingly there are many commonalities between elements of female-oriented game design and the types of tools and opportunities in constructivist learning environments. Many games are increasingly constructed as representations of 3D spaces, allowing players to move and interact in stimulated realistic or fantasy environments." (Dickey)
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"In massive multiplayer online games, men are significantly more likely to play games due to the possibility of great achievement and the ability to manipulate the game environment for personal gain, where women are significantly more likely to play games due to their desire to interact with fellow gamers and form meaningful relationships." Nicholas Maisonave, Gender in Gamer Culture and the Virtual World.
Much is to be learned regarding what exactly draws both males and females into specific aspects of game design. Taking a look at how females converge into what was once known solely as a male pastime gives insight, methods, and strategies in educating game designers how to communicate experiences and atmopheres to students of both genders.
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