Digital game adaptations to attract more girls to play

Until the early years of the 21st century, games were seen as activities for male teenagers and adults. Gradually, women are gaining representation in the universe of games, but they still encounter difficulties, face judgments, prejudice, and often feel discouraged to play. Games can encourage girl...

Descripción completa

Detalles Bibliográficos
Autores: do Nascimento Guercy, Ana Luiza, Ishitani, Lucila
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2021
País:Brasil
Institución:Sociedade Brasileira de Computação (SBC)
Repositorio:Brazilian Journal of Information Systems
Idioma:inglés
OAI Identifier:oai:journals-sol.sbc.org.br:article/2134
Acceso en línea:https://journals-sol.sbc.org.br/index.php/isys/article/view/2134
Access Level:acceso abierto
Palabra clave:Girl
Woman
Female gamer
Digital Game
Video game
Gender
Garota
Mulher
Gamer
Jogo digital
Gênero feminino
id BR_f8cc202592410e6025ed8c016f51734b
oai_identifier_str oai:journals-sol.sbc.org.br:article/2134
network_acronym_str BR
network_name_str Brasil
repository_id_str
dc.title.none.fl_str_mv Digital game adaptations to attract more girls to play
Adequações em jogos digitais para aumentar a atratividade para garotas
title Digital game adaptations to attract more girls to play
spellingShingle Digital game adaptations to attract more girls to play
do Nascimento Guercy, Ana Luiza
Girl
Woman
Female gamer
Digital Game
Video game
Gender
Garota
Mulher
Gamer
Jogo digital
Video game
Gênero feminino
title_short Digital game adaptations to attract more girls to play
title_full Digital game adaptations to attract more girls to play
title_fullStr Digital game adaptations to attract more girls to play
title_full_unstemmed Digital game adaptations to attract more girls to play
title_sort Digital game adaptations to attract more girls to play
dc.creator.none.fl_str_mv do Nascimento Guercy, Ana Luiza
Ishitani, Lucila
author do Nascimento Guercy, Ana Luiza
author_facet do Nascimento Guercy, Ana Luiza
Ishitani, Lucila
author_role author
author2 Ishitani, Lucila
author2_role author
dc.subject.por.fl_str_mv Girl
Woman
Female gamer
Digital Game
Video game
Gender
Garota
Mulher
Gamer
Jogo digital
Video game
Gênero feminino
topic Girl
Woman
Female gamer
Digital Game
Video game
Gender
Garota
Mulher
Gamer
Jogo digital
Video game
Gênero feminino
description Until the early years of the 21st century, games were seen as activities for male teenagers and adults. Gradually, women are gaining representation in the universe of games, but they still encounter difficulties, face judgments, prejudice, and often feel discouraged to play. Games can encourage girls to see technology positively, which can motivate career choice in computing. As the number of female professionals in computing careers is still small, characterizing what girls like or dislike in games can contribute to the increase in that number. Thus, this work aims to propose adaptations for digital games, to attract more girls to play them. To reach this objective, we conducted interviews with girls, to collect information about what they like or dislike in games, and later a triangulation was performed for validation, which used information extracted from a questionnaire. The analysis of the interviews shows that aspects suchas game graphics, the possibility of playing in a group, the reality of the game, and freedom to choose avatars and paths the game will follow are characteristics significantly valued by the participants, regardless of whether they already play games or not. Based on the analysis, this work generated suggestions for better matching games for girls contributing to reducing the gap between men and women in computing careers. Some of the main suggestions address the need to pay attention to how the game will work the interaction between players; the need to provide the gamer constant feedback and rating features suchas ranking, promoting competition, and the insertion of female avatars within the games that are representative and that have physical variations in the characters, in addition to representing women as champions and not just as support for other players.
publishDate 2021
dc.date.none.fl_str_mv 2021-12-27
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://journals-sol.sbc.org.br/index.php/isys/article/view/2134
10.5753/isys.2021.2134
url https://journals-sol.sbc.org.br/index.php/isys/article/view/2134
identifier_str_mv 10.5753/isys.2021.2134
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv https://journals-sol.sbc.org.br/index.php/isys/article/view/2134/1887
dc.rights.driver.fl_str_mv Copyright (c) 2021 The authors
https://creativecommons.org/licenses/by/4.0/
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2021 The authors
https://creativecommons.org/licenses/by/4.0/
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Sociedade Brasileira de Computação
publisher.none.fl_str_mv Sociedade Brasileira de Computação
dc.source.none.fl_str_mv iSys - Revista Brasileira de Sistemas de Informação; v. 14 n. 4 (2021); 5-44
iSys - Brazilian Journal of Information Systems; Vol. 14 No. 4 (2021); 5-44
1984-2902
10.5753/isys.2021.4
reponame:Brazilian Journal of Information Systems
instname:Sociedade Brasileira de Computação (SBC)
instacron:SBC
instname_str Sociedade Brasileira de Computação (SBC)
instacron_str SBC
institution SBC
reponame_str Brazilian Journal of Information Systems
collection Brazilian Journal of Information Systems
repository.name.fl_str_mv Brazilian Journal of Information Systems - Sociedade Brasileira de Computação (SBC)
repository.mail.fl_str_mv publicacoes@sbc.org.br
_version_ 1853662444625330176
spelling Digital game adaptations to attract more girls to playAdequações em jogos digitais para aumentar a atratividade para garotasGirlWomanFemale gamer Digital Game Video gameGenderGarotaMulherGamerJogo digital Video gameGênero femininoUntil the early years of the 21st century, games were seen as activities for male teenagers and adults. Gradually, women are gaining representation in the universe of games, but they still encounter difficulties, face judgments, prejudice, and often feel discouraged to play. Games can encourage girls to see technology positively, which can motivate career choice in computing. As the number of female professionals in computing careers is still small, characterizing what girls like or dislike in games can contribute to the increase in that number. Thus, this work aims to propose adaptations for digital games, to attract more girls to play them. To reach this objective, we conducted interviews with girls, to collect information about what they like or dislike in games, and later a triangulation was performed for validation, which used information extracted from a questionnaire. The analysis of the interviews shows that aspects suchas game graphics, the possibility of playing in a group, the reality of the game, and freedom to choose avatars and paths the game will follow are characteristics significantly valued by the participants, regardless of whether they already play games or not. Based on the analysis, this work generated suggestions for better matching games for girls contributing to reducing the gap between men and women in computing careers. Some of the main suggestions address the need to pay attention to how the game will work the interaction between players; the need to provide the gamer constant feedback and rating features suchas ranking, promoting competition, and the insertion of female avatars within the games that are representative and that have physical variations in the characters, in addition to representing women as champions and not just as support for other players.Até o início do século 21, jogos eram vistos como atividades para adolescentes e adultos do gênero masculino. Aos poucos, as mulheres estão ganhando representatividade no universo dos jogos, mas ainda encontram dificuldades, enfrentam julgamentos, preconceitos e, muitas vezes, sentem-se desencorajadas para jogar. Jogos podem encorajar garotas a verem a tecnologia de maneira positiva, o que pode motivar a escolha da carreira na área de computação. Como o número de profissionais do gênero feminino em carreiras de computação ainda é pequeno, caracterizar o que garotas gostam ou não gostam nos jogos pode contribuir para o aumento desse número. Assim, este trabalho tem como objetivo propor adequações para o desenvolvimento de jogos digitais, com o intuito de atrair mais garotas para jogar. Para atingir esse objetivo, foram realizadas entrevistas com garotas, para coletar informações sobre o que elas gostam ou não gostam nos jogos, e posteriormente foi realizada uma triangulação com o propósito de validação, que utilizou informações extraídas de um questionário. As análises das entrevistas mostram que aspectos como o gráfico do jogo, a possibilidade de jogar em grupo, a realidade do jogo e a liberdade de escolher avatares e caminhos que o jogo seguirá são características significativamente valorizadas pelas participantes, independentemente se já têm ou não o hábito de jogar. Com base na análises, este trabalho gerou um conjunto de sugestões de adequação em jogos, e com isso pode contribuir para aumentar o número de mulheres em carreiras de computação. Algumas das principais sugestões abordam a necessidade de verificar como o jogo trabalhará a interação entre os jogadores; a necessidade de fornecer ao jogador feedback e avaliação constantes e recursos como ranking, a promoção da competição e a inserção de avatares femininos nos jogos que sejam representativos e que tenham variações físicas nos personagens, além da representação de mulheres como campeãs e não apenas como suporte para outros jogadores.Sociedade Brasileira de Computação2021-12-27info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://journals-sol.sbc.org.br/index.php/isys/article/view/213410.5753/isys.2021.2134iSys - Revista Brasileira de Sistemas de Informação; v. 14 n. 4 (2021); 5-44iSys - Brazilian Journal of Information Systems; Vol. 14 No. 4 (2021); 5-441984-290210.5753/isys.2021.4reponame:Brazilian Journal of Information Systemsinstname:Sociedade Brasileira de Computação (SBC)instacron:SBCenghttps://journals-sol.sbc.org.br/index.php/isys/article/view/2134/1887Copyright (c) 2021 The authorshttps://creativecommons.org/licenses/by/4.0/info:eu-repo/semantics/openAccessdo Nascimento Guercy, Ana LuizaIshitani, Lucila2021-12-27T21:53:05Zoai:journals-sol.sbc.org.br:article/2134Revistahttps://journals-sol.sbc.org.br/index.php/isys/ONGhttps://journals-sol.sbc.org.br/index.php/isys/oaipublicacoes@sbc.org.br1984-29021984-2902opendoar:2021-12-27T21:53:05Brazilian Journal of Information Systems - Sociedade Brasileira de Computação (SBC)false
score 15,301603