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...
| Autores: | , |
|---|---|
| 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 |
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|
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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 |
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info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
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article |
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publishedVersion |
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https://journals-sol.sbc.org.br/index.php/isys/article/view/2134 10.5753/isys.2021.2134 |
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https://journals-sol.sbc.org.br/index.php/isys/article/view/2134 |
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10.5753/isys.2021.2134 |
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eng |
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eng |
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https://journals-sol.sbc.org.br/index.php/isys/article/view/2134/1887 |
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Copyright (c) 2021 The authors https://creativecommons.org/licenses/by/4.0/ info:eu-repo/semantics/openAccess |
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Copyright (c) 2021 The authors https://creativecommons.org/licenses/by/4.0/ |
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openAccess |
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application/pdf |
| dc.publisher.none.fl_str_mv |
Sociedade Brasileira de Computação |
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Sociedade Brasileira de Computação |
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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 |
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Sociedade Brasileira de Computação (SBC) |
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SBC |
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SBC |
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Brazilian Journal of Information Systems |
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Brazilian Journal of Information Systems |
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Brazilian Journal of Information Systems - Sociedade Brasileira de Computação (SBC) |
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publicacoes@sbc.org.br |
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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 |
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15,301603 |