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Not So Different Games: An exploration of five years of student game designers

机译:不太不同的游戏:探索五年的学生游戏设计师

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Sixty percent of Americans play video games daily, with 45% of U.S. gamers identifying as female. Based on a 2017 survey by the International Game Developers Association, only 22% of the game industry is composed of women, while 81% of all respondents rated diversity in the workplace as important. This begs the question, how can we promote a more gender diverse gaming industry?Academic settings, such as courses focused on game design, offer the opportunity for women and men to experiment, learn and play, while earning self-confidence and a sense that they equally belong to the field. Diversity of content in gaming is in demand and both genders’ perspectives are needed. Understanding how game design approaches may or may not differ across genders can help inform pedagogical and curricular choices within academia. In this study, we observe students’ design preferences in the making of video games over a five year period, and analyze how student game designers’ choices with regard to elements such as setting and game-play fit into the conversation of promoting inclusive game design.We examine whether different groups of student game designers create different games. In particular, our study focuses on teams that are composed of at least half female designers and those with less than half female team members. The results from two analyses that examined genre, setting, mood, aesthetic and others, showed no statistically significant difference among the two groups, with the exception of one criterion related to the presence of identifiable enemies. This study points to the fact that shared foci across genders are prevalent, indicating fruitful avenues for future game development that may be broadly appealing and inclusive.
机译:60%的美国人每天玩电子游戏,其中45%的美国游戏玩家为女性。根据国际游戏开发商协会(International Game Developers Association)2017年的一项调查,只有22%的游戏行业由女性组成,而所有受访者中有81%认为工作场所的多样性很重要。这就提出了一个问题,即我们如何才能促进性别多元化的游戏产业?以游戏设计为重点的课程等学术环境为男女提供了尝试,学习和玩耍的机会,同时获得了自信心和他们同样属于这一领域。要求游戏内容的多样性,并且需要男女双方的观点。了解游戏设计方法在不同性别之间可能有无差异,可以帮助指导学术界的教学和课程选择。在这项研究中,我们观察了五年内学生在视频游戏制作中对设计的偏爱,并分析了学生游戏设计师在设置和游戏玩法等方面的选择如何融入促进包容性游戏设计的对话中我们检查不同组的学生游戏设计师是否创建了不同的游戏。特别是,我们的研究重点是至少由一半女性设计师和少于一半女性团队成员组成的团队。两项检查了体裁,背景,情绪,审美等因素的分析结果表明,两组之间没有统计学上的显着差异,唯一的标准是与可识别敌人的存在有关。这项研究指出了一个事实,即跨性别共享的焦点很普遍,这为将来的游戏开发提供了丰硕的途径,可能具有广泛的吸引力和包容性。

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