The
Column is a monthly feature that explores the world
of creativity and aesthetics.
Girls, Software,
and Gaming
Mike
de Sousa, Director, AbleStable

Despite
the efforts of the gaming industry and the desire
from a large constituency who feel
girls might play more software games if only more
titles were targeted towards their interests,
it seems that most girls simply aren't interested
in playing with software. I ponder on the issues
surrounding this perhaps contentious statement.
The
Difference Between Boys and Girls
I
have never subscribed to the idea that there
are male and female attributes.
That is, that there are some qualities that are
masculine,
and others that are feminine. My view
is that gentleness,
aggression, an eye
for
beauty,
or a
predisposition to competitiveness are non gender
based. It seems to me as absurd to ascribe
gender to these qualities as much as it does
to assume the colour
black *is* bad. I believe our
human predisposition to use metaphor
has been mistakenly used to model
the differences between genders. In the West
for example we often understand white as representing
good, and black evil. However
white is used to represent the negative in
non Western cultures like China. Metaphor provides
a way of understanding the world, but metaphor
is a fluid mental representation.
For
me there is one simple distinction between men
and woman.
Woman can have babies, men cannot. This
difference informs our blatant
and more subtle strategies
and approaches to life.
Woman
generally have an imperative to
conceive and nurture babies although some do
not.
The actions of most woman reflect this need as
they
seek
to
establish
secure
social and personal contexts that increase
the
likelihood
of their actual or potential offspring's survival.
Mechanisms
laid down by our evolutionary development ensure
our
species survive, and survival
is our shared imperative. For woman this manifests
itself in the ability to have babies, for
men it is to spread their seed.
There is
of course far more to life than babies and
the pursuit of a mate, but my argument here
is that
these
twin forces of survival are at the root of
our differences.
The
Point of Play
Play
does not produce
a product and there is often no purposeful goal,
not even a social one, however play is crucial
to the development of both girls and boys as
it is a safe secure context to explore and develop
our
understanding
and models of the world. As we grow older
however a sharp difference develops between
the way girls and boys play as a result of mechanisms
that are hard wired into us at a primal level.
The
difference between men and woman informs the
methods of our play. What
Girls Like
There
are many research papers
that assert girls "like" certain kinds
of software games as compared with boys. Here's
a typical example:
| • |
Girls
like software with strong characters |
 |
| • |
Girls
like creating rather than destroying
in games |
 |
| • |
Girls
like to win, but in more cooperative
ways than their male counterparts |
 |
| • |
Girls
like problem solving, learning in depth,
and working with rich-textured
games. |
|
These
kinds of statements however are fundamentally
flawed as they are generally based on observations
of a group of girls and boys in a particular
social and cultural context and at a particular
time and place (the same goes for all research
of this kind). The conclusions reached often
tend
to be blind to the inevitability of the researchers
observations
given their context.
I
like strong characters, in games I like creating
rather than destroying, I like to win in competitive
and cooperative ways, I enjoy problem solving,
learning in depth, and working with rich-textured
games, and I am a heterosexual man with as much testosterone as the next -
probably a little more. Although we may be predisposed
to certain methods of play,
we need not be blind to other ways of being.
Again, I feel the qualities we exhibit are non-gender
based. It would be far more honest to say "given
our social, cultural, and political context,
girls at present tend to adopt certain strategies
when playing, but given a different context it
is probable different strategies would come to
the fore for each gender". The strategy
itself, for example "cooperation", is neither
male nor
female.
Why
Girls Don't Play
I
believe the difference between the sexes I spoke
about earlier is the major reason for our different
need and interest in gaming and perhaps play
in general. Woman are generally less interested
than boys in spending time
in front of
a Playstation. Sure there might be some
girls who enjoy "The Sims",
but if they've the chance they will almost always
opt for
the
real
life
social
context where they can build actual relationships
and secure their social status. Woman don't have
time to play at being social, they will tend
to "be" more social. For woman, computers
are far more frequently used as tools to further
that aim.
Spread
and Multiply
The
building of secure long lasting social structures
is of less importance to a man. Indeed the prospect
of a long term relationship with a woman seems
more about the assertion of "ownership" over
a particular woman which benefits the man
as he can gain an evolutionary advantage over
other competing males.
While the
man asserts his territory, other men may
stay
clear.
This is not to say the man will not attempt to
establish additional mating prospects as long
as this does not undermine the security of his
existing and potential lineage.
As
the woman passes her window of child bearing
age however,
so the
man often seeks new pastures. When a man
is not able to easily maintain his
sphere
of
influence over a woman he may
adopt a
strategy of spreading his seed far and wide
rather than ensuring his seed is the more
likely to bear fruit.
There
are of course other factors that conflict with
the assertions I've made above. The
"person" which is far more than the
body alone, also creates profound bonds between
partners and encourages them to stay with
one another, despite the more primal urge of
the
male to leave.
Partners part for many reasons, but only if they
judge their best interests are
served. Their children or prospect of having
children may or may not be considered as an interest
to one or both parties. And then there
is love which is far more in many ways than sex,
although
sex
is the more powerful
urge...
Sublimation
Forgive
me as I reassert the point I made earlier but
it
seems to me of profound importance
in the way we understand the difference between
men and woman. The
creation of a new human happens within the body
of a woman. Their bodies are built for this.
Woman make babies. Whatever a
man makes, it is arguably of less significance.
I'm
suggesting that while a woman can bear and nurture
offspring, the urge and desire to create
in other
contexts
is less. Men however have an urge to spread
their seed. If, and here's a big "if",
either a man or woman is unsuccessful in their
efforts
to
reproduce or they are satisfied by their reproductive
efforts, then perhaps the need to create in
different areas
is triggered.
It serves the survival of our species that there
are different creative activities as by designing
and making we better master the challenges
of
our environment and improve our prospects and
circumstance. Creativity is a crucial strategy
of a physically weak species. It is the
alternative to procreation. A sublimation of
our primary function but one that can aspire
to practical and noble ends.
The
look of Men
Men
use their sense of vision above all to judge
the desirability of a mate. This is a useful
protective strategy for all animals as it lessons
the likelihood of injury due to a conflict with
a
male who may
already be associated with a desirable female.
Men therefore make judgments about the visual
form, inner structure, and texture of
a woman.
I
am suggesting here that the primacy of the
visual to men alludes to their innate emphasis
on form and structure. Woman also make visual
judgments about the physical attributes
of
a man, however,
there are additional elements like the reliance
and dependability of the man that more
commonly come into play.
Conclusion
I
am particularly interested in games that appeal
to both males and females as I have a burning
desire to create software games myself and
hope
to
make
games that are played by as broad a population
as possible. Games will in the future be accepted
as a distinct creative medium as movies are today.
In common with movies the majority of software
games will
follow a tiresome formulaic style, however once
in a while a game will arrive that transcends,
enriches, and challenges the player in
an interactive
environment that not only appeals to both male
and female instinct, but also inspires our hearts...
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