Signa said:
I was speaking about beating a stereotype, not how damaging it is.
And it's easier to "beat" a stereotype when the consequences of that stereotype are just mild inconvenience. You may think I'm talking about the "girls don't like games" stereotype, but rather I'm talking about the stereotypes that
lead to that one -- yes, stereotypes stack one on another.
bring your worst against me, I'll laugh it off.
Sorry, but when has a commonly-held stereotype actually posed any
real threat to you? This one actually stems from beliefs that are
damaging to our image of women.
But why are games so unlikable for girls? What is it about their design that makes them hate them, or call them stupid?
It's stacks upon stacks of social programming here.
1. Computers, when they started, were about math and science. Those were, at the time, "men's work." So the early life of computers was steeped in the idea that computers were a man's world. Those early programmers became the pioneers of the video game industry, and they attracted others
like themselves (white, college-educated men).
2. Why do games that center on fighting appeal more to boys than to girls? Because from an early age, we only sell the fighting-centric toys to boys, while selling girls the "nurture and play house" toys. We all but
program them not to like activites that center on fighting, and then we wonder why they don't all love Zelda or Pokemon.
3. You call those games "gender neutral," but I'd like you to note the male-dominated culture of the games. Link? Jax and Dexter? Ash Ketchum, etc.? (Misty is so stereotypically "girly" that I'd caution against using her as a counterexample) Those games are absolutely
not gender neutral. They feature males, often rescuing females, and they center on activities that we've already established are almost exclusively sold to males (fighting).
Apparently, they like that catch-22, because they will whine about not being included, and then whine about being included.
This kind of comment demonstrates the underlying attitude. You feel we're, what? Throwing them a bone? "Here, you can play the easy mode while we're busy with the
real game?" You make them a "they," and then summarily dismiss them as whining. You generalize them in caricature, and then you blast them for the traits you've assigned to that caricature... and what's more, you're still measuring their behaviors as "whiny" or otherwise abnormal based on a perspective that makes the
male view "normal."
I don't doubt that 47% of women engage in some sort of electronic entertainment through their smart phones, Facebook, or one of the random sites on the internet that hosts a ton of casual games. What I'm doubting is that 47% of gamers are women, because enjoying brief time-wasters, and only those brief time-wasters doesn't make you a gamer. Gaming has all sorts of rich experiences, and those casual games are fun to play even on a regular basis, but they alone don't make you a gamer any more than listening to the radio makes you an audiophile.
Now you're just playing No True Scotsman. If you play videogames with
any degree of regularity, you can call yourself a "gamer." I'm a golfer when I'm out on the course. Now, I don't typically introduce myself as "a golfer," as it's not my
primary characteristic, but you're moving the goalposts here...
What's more, the 47% stat is talking about "people who play video games," not people who "identify themselves primarily as gamers." And if you'll go back and read up on that 47%, that stat
intentionally left out mobile/social gaming (presumably because they knew people like you would write the stat off as being mostly Facebook games).
Even so,
Farmville is a video game. It might not be your favorite, or an exemplar of the medium, but it is a game that is administered via your eyeballs -- a video game. It proves that the video game market
can sell to women. They simply choose not to for the reasons outlined above.