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Leveling the Playing Field: Gender Inclusive Design for Single and Multiplayer Computer Role-Playing Games

机译:公平竞争:单人和多人计算机角色扮演游戏的性别包容性设计

摘要

Women represent 45% of the entire workforce in the United States, but only comprise 26% of the high-tech industry. Early introduction and interest in video games, contributes to computer literacy and self-confidence in terms of computing skills. Socially pervasive gender stereotypes, found in ubiquitous software, specifically games, factor in the alienation of young girls from active participation in computing. Currently marketed gaming software perpetuate this societal bias in the guise of overly-sexualized game avatars, and fail to adequately address documented female gaming preferences.Gender inclusive design is more a pragmatic approach to ameliorating gender bias, than creating a pink box “girl’s game.” Such games cater solely to stereotypical “female” interests, and are uncomfortably close to the concept of “separate but equal.” In the scope of this research a gender inclusive computer role playing game (CRPG) interface was designed and evaluated. The advantage of a CRPG is that it may be played individually or single player mode, as in the prototypic interface, or allow collaborative game play within a smaller group (2-12) when migrated to a multiplayer online environment. Small groups, involved in CRPG collaborative play, may reduce the incidence of online harassment or intimidation by male players, often encountered by experienced female gamers when engaged in Massively Online Multiplayer games.The Xanthia: A Fae’s Battle CRPG, was designed with the intent of studying key female preferences outlined in this research. The design utilized a stylized “cute” but strong female protagonist, featured a compelling storyline, and a backstory narrative. The game broached real world environmental issues with an underpinning of moral dilemma in the guise of good versus evil. Competitive but not combat-centric play was utilized in the game design, which enabled leveling up without the demise of the central protagonist. Fantasy-themed conflict resulted in transformations of both protagonist and antagonists when a change of state occurred during battle, thus eliminating the violence of gory death scenarios.This formative study endeavored to examine the underlying reasons for female underrepresentation in the high-tech and computing fields. The CRPG used in the study, incorporated key gender inclusive game elements found in current literature, in order to acquire insight into female gaming preferences. Two survey instruments were utilized to gather data from 35 female Barry University students, who had disparate gaming experience, comfort with computers, and academic majors. A pre-game questionnaire pertained to motivations for play, level of gaming expertise, and self-perceived comfort with computing. Additional data were gathered regarding access in early childhood to a gaming console or computer in the participants’ childhood homes and the incidence of tinkering. The female sample pool provided CRPG feedback post-game engagement.Examination of survey responses indicated that identification with the central female protagonist was a key element in positive game engagement for the majority of the study’s participants. In general, experienced gamers were more apt to tinker with the hidden features of the game. Experienced gamers also enjoyed competiveness and challenge more than their inexperienced or non-gamer counterparts. The primary component of positive engagement for this female sample group was “fun.” Social interaction was a key motivator for engagement in video game play for the majority of the participants. Empirical data collected from survey instrumentation suggested that individuals who had the easiest access to video game consoles and computing equipment, participated at greater rate in tinkering in childhood. The participants who tinkered, had a higher self-perception of comfort with computing.
机译:妇女占美国全部劳动力的45%,但仅占高科技行业的26%。早期的介绍和对视频游戏的兴趣有助于提高计算机素养和计算机技能的自信心。在无处不在的软件(尤其是游戏)中发现的普遍存在的社会性别刻板印象,是导致年轻女孩与积极参与计算脱节的原因。当前市场上销售的游戏软件以过度性化的游戏化身为幌子,使这种社会偏见永存,并且未能充分解决女性对游戏的偏爱。性别包容性设计是减轻性别偏见的一种务实方法,而不是创建一个粉红色的“女孩游戏”。 ”此类游戏仅满足刻板印象中的“女性”兴趣,令人不安地接近“分离但平等”的概念。在这项研究的范围内,设计并评估了一个包含性别的计算机角色扮演游戏(CRPG)界面。 CRPG的优势在于,它可以像在原型界面中那样以单独或单人游戏模式进行播放,或者在迁移到多人在线环境时允许在较小的组(2-12)中进行协作游戏。参与CRPG协作游戏的小组可以减少男性玩家在线骚扰或恐吓的发生率,这些经验丰富的女性玩家在进行大规模在线多人游戏时经常会遇到这种情况。研究这项研究中概述的关键女性偏好。该设计采用了风格化的“可爱”但坚强的女性主角,具有引人入胜的故事情节和背景故事。该游戏以善与恶为幌子,在道德困境的基础上解决了现实世界的环境问题。游戏设计中使用竞争性而非战斗性的游戏,从而可以在不导致主角消亡的情况下进行升级。以幻想为主题的冲突在战斗中发生状态变化时导致主角和对立者都发生了转变,从而消除了血腥死亡场景的暴力行为。这项形成性研究旨在探讨女性在高科技和计算机领域代表性不足的根本原因。该研究中使用的CRPG结合了当前文献中发现的关键的性别包容性游戏元素,以便深入了解女性游戏偏好。利用两个调查工具收集了来自35位Barry大学女学生的数据,这些学生具有不同的游戏经验,对计算机的舒适程度和专业知识。赛前问卷调查涉及游戏动机,游戏专业水平和对计算的自我感觉。收集了有关儿童早期在参与者的儿童之家中使用游戏机或计算机以及进行修补的发生率的其他数据。女性样本库提供了游戏后参与度的CRPG反馈。对调查反馈的调查表明,对于大多数研究参与者而言,与中央女性主角的认同是积极参与游戏的关键因素。通常,经验丰富的游戏玩家更倾向于修改游戏的隐藏功能。经验丰富的游戏玩家也比没有经验的游戏玩家和非游戏玩家更享受竞争和挑战。这个女性样本群体积极参与的主要组成部分是“乐趣”。社会互动是大多数参与者参与视频游戏的主要动机。从调查仪器收集的经验数据表明,最容易使用视频游戏机和计算设备的人参与童年时期的修修补补的比例更高。进行修补的参与者对计算的舒适性有较高的自我感觉。

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    Armstrong Sandra N.;

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