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How Are Female Video Game User Preferences Reflected in the Top Ranking Video Games from 1995 to 2005 ? Thomas Troisch Com 546 Kathy Gill.

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Presentation on theme: "How Are Female Video Game User Preferences Reflected in the Top Ranking Video Games from 1995 to 2005 ? Thomas Troisch Com 546 Kathy Gill."— Presentation transcript:

1 How Are Female Video Game User Preferences Reflected in the Top Ranking Video Games from 1995 to 2005 ? Thomas Troisch Com 546 Kathy Gill

2 Research Question How Are Female Video Game User Preferences Reflected in the Top Ranking Video Games from 1995 to 2005 ? Emphasis A Content Analysis Focusing on: Game Content Game Design Game Genre Introduction

3 Female Gamer Preferences Game Content Emphasis on Character Design more female characters more character diversity less sexist / submissive stereotypes more customizable characters

4 Introduction Female Gamer Preferences Game Design more virtual exploration more problem and puzzle solving more customization non-linear game play character / environment interactivity Game Design similar to male preferences equally diverse selection of types

5 Methodology Content AnalysisContent Coding Game Content character gender / species male to female character ratio female character appearance Game Design degree of customization degree of virtual exploration Game Genre game category

6 Methodology Content AnalysisGame Selection PC and console video game titles only received over 90% in overall reviews 10 best selling video game titles in the United States selection includes the following genres: 1 action title 1 sports title 1 other title

7 Results The Past, 1995-2000 PC, Nintendo N64, Sega Dreamcast, and Sony Playstation 1 Game Selection Action: Legend of Zelda: Ocarina of Time (Nintendo, 1998, N64) Sports: Tony Hawk Pro Skater 2 (Activision, 2000, Playstation 1) Other (Combat): Soul Calibur (Namco, 1999, Dreamcast)

8 Results higher ratio of male characters limited female character diversity high level of sexist female depiction limited character, environment, and game play customization limited exploration 1999 copyright of Namco

9 Results The Present, 2001-2005 PC, Microsoft Xbox, Nintendo GameCube, and Sony Playstation 2 Game Selection Action: Metroid Prime (Nintendo, 2002, GameCube) Sports: Madden NFL 2004 (EA Sports, 2003, Playstation 2) Other (Simulation): The Sims 2 (EA, 2004, PC)

10 Results almost equal male to female playable character ratio greater diversity of playable female characters more androgynous characters (full body amour 2002 copyright of Nintendo

11 Results high level of character, environment, and game play customization high level of virtual exploration more problem solving and strategy 2004 copyright of Electronic Arts

12 Conclusion The Future Improvements in hardware technology = highly customizable games equally diverse male and female playable characters more androgynous playable characters Unfortunately… sexist female depiction will be slow to leave

13 You really control the outcome ! Thank You ! Questions, comments, concerns ? titaniumguppy.com 2005 2004 copyright of Electronic Arts


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