i developed this presentation for Women Wired Weekend event, basic idea was to open the techno savvy audience's mind to digital divide, and to propose videogames as a media as one of fun
14. HOW?
promote user agency
provide a variety of epistemic viewpoints
allow for self-expression
offer opportunities for social networking
facilitate the adoption of a critical literacy
28. WOMEN AS VIDEOGAME MARKET
WOMEN CONTROL 80% OF EVERY DOLLAR SPENT. WOMEN
WILL WILLINGLY SPEND $100 ON SHOES IF THEY FEEL LIKE IT'S
WORTH THE MONEY
IF THERE'S A GAME THAT WOMEN LIKE, THEY ARE VERY LOYAL
TO THE BRAND AND WILL GIVE REFERRALS TO EVERYBODY
THE SHELF LIFE FOR GAMES THAT FEMALES PLAY IS MUCH
LONGER. NANCY DREW TITLES FROM SIX YEARS AGO ARE STILL
"Profiling the Female Gamer: A Look at How She Buys and Plays." GDC 2003
IN STORES.
Source: http://www.gamedev.net/reference/articles/article1889.asp
29.
30. how the video game form can address ICT ‘skills and usage’ gaps
http://kairosnews.org/node/4335
Notas del editor
Infrastucture: infrastructure is significantly weaker in rural areas and poor urban areas, where the majority of women tend to liveEducation and Skills: Women in poor countries are less likely to have the education and technological skills to use ICTs effectively. Two thirds of the world’s 900 million illiterates are women.Languange Constraint: Women are less likely than men to know the international languages that are used on the InternetSocio-cultural issues: uncomfortable or inappropriate internet center to be visited by womenFinancial resources: like TV and radio, in a household ussually women have less access to tech thingsMedia Limitation: The available Internet content often does not meet the information needs of women, especially in developing countries
Less informed:Without access to information and knowledge, women, who are the majority of our population are at risk of permanent economic backwardness, which in turn makes our countries poor
User agency = all games are simulation, but not all simulations are games. In games people receive impact as the result of their choiceEpistemic viewpoint = a game has an epistemic frame thus a person learns within a site-specific context, its not representative of the real world but it can be a practice media for decision making and reaction practice Self expression: player act as someone else, as the ball in pinball and as the mouth in packman, this provide practice of embodiment. Filling somebody else’s shoesSocial networking = gamers talk and discuss as more and more games go online
Playing games just like working out, increase adrenaline, and it increase passion to one another. Nobody play to loose 56% men play to win, and 80% women choose to win than to worry their date might took off