Ok, I know a topic generally talked to death, well, except the solution part, but still, bare with me. This will probably be a long read so
Now, in order to try and keep this thread somewhat civil, keep in mind this thread is NOT for
1. Discussing politics or political ideaology.
2. Certain controversial youtube video series creators
3. Opinions on what is or is not acceptable and thus should be enforced on the rest of the world.
So don't do any of that. We good now? ok.
---
One other thing, this is more or less my grand theory regarding a lot of issues within gaming itself. I delve into underlying causes of underlying causes in an effort to better understand the why so I can try to think of better ways to address things, or even if we can or should address those. If you disagree or have other causes or ideas you think attribute to them, or solutions of your own,that is what this thread is here to discuss. Gaming and issues withing the context of gaming.
---
Women and video games have had issues. I don't think that should be a surprise to anyone. The most notable of these of late tend to be participation, portrayal, and employment. These tend to be the core issues around which countless threads like this revolve and devolve into bickering pits of blackness. And they are going to be here too! Though hopefully something good will come out of all the soon to be arguing.
I don't think anyone in the gaming community here, or for the most part in general, has a problem with seeing these issues dealt with and fixed. Even those that do not see it as something harmful in how the industry is today in relation to the topics of portrayal, participation and the like still will acknowledge that there does exist disparity, and that efforts to address the disparity, if done in an intelligent and all encompassing manner, are still good for games as a whole and help it so everyone wins in the end anyways. We as gamers love this hobby and artform, and want to see it do better then before, to grow and keep giving us entertainment. The problem is, we don't know how to, or even agree on the details beyond that there is a problem. And all that good intention just seems to end up fueling a swirling mass of wasted energy and non-stop bickering. Instead, I want to direct some of that towards finding solutions for it, be they simple steps the on-the-ground community can do to ideas we can try to pressure the industry itself to adopt, even though they will probably ignore a lot of us.
But where do we start? Well, lets just jump in and try to understand the causes for the issues in the first place. When you got a cough, it can help to know why in order to know how to fix it. as such, lets start with the first one I mentioned: Participation.
--------------------
Participation
Female gamers have existed since the start. They have always been there, though in number far less then males, and far less then now. Why though? Well, part of it seems to be related to simple interest. I don't mean that women don't have interest in games, rather, they often just have less interest in the sort of games that are, and were, made by the mainstream. There is an established pattern in games today along genre lines that show gender interests in them. Games like The Sims, for instance, have a larger playerbase of females then of males, where as games such as CoD, this disparity is flipped. This isn't done because of some sort of prevention of the other gender from playing, but rather the decisions of the individuals revealing a pattern along gender lines. Now, the underlying reason for this pattern may be related to culture and social expectations shaping what either gender would like at a younger age. This in turn, especially supported by cultural reinforcement, would snowball in a way we see. Unfortunately, that means that going after that underlying cause would be near impossible with the best we, as gamers, could hope to do is to allow more acceptance of deviation of the established cultural norms and encourage more variety in games in hopes that has some effect on the overwhelming presence of the rest of culture as a whole. As such, it is my opinion that we have to stick around the level of the individual's decision to play the games in the first place in order to help with this disparity.
How do we do this though? Well, that is hard. There is a mentality, both within the gaming culture and without, that sees the core gamers as close-minded, sexist and within a boy's club. While the perception is not true in a general sense, most seem to have no problem with women or other people joining gaming. Still, there are indeed such types within, and they are something we must address. In order to do this we have to again try to look into the why of things. Why does the core exist at all? Well, gaming has not always been as accepted as it is of now. Often maligned and frequently demonized, the core gaming audience has had to put up with a lot of flack from others outside their hobby. This makes a defensive mindset that is often tied to the hobby itself. While we are still quite familiar with the railing against violence in games, back before even mortal combat was being crusaded against, arcades were seen as hang outs for delinquents. The start of the industry itself being tied so close to the hobbyist, who tended to be the "nerd" outsider type as it was did not help either. Throughout its early years and even to today, there has always been a strong connection to being persecuted and a growing sense of defensiveness about it grew up in the community's own identity as a result.
So, what does this all tell us? Well, first and foremost if we want to address the participation of women in games, we have to do it in a way that is not seen as an attack. With the history of moral crusades against gaming, it just creates a now knee-jerk reaction that does nothing but cause fights and solves nothing. We can never address this as an issue by treating it as some people are bad while the rest are good. Hell, it should be pretty self evident by now, you never win someone over by calling them a sinner.
Therefore, we have to look at it from their perspective. As we already know, gaming culture has been accepted more and more into the mainstream. This is a mixed bag, as on one hand the hobby is getting more life and people interested in it, as well as more money and support. On the other, it gives rise to the feeling of selling out and the general pandering backlash. One has to think, as an old school gamer who put up with shit for being a gamer, the now acceptance of it can feel like a betrayal of one's roots and when tied in to the current sell-out business practices of the bigger companies("broaden the appeal"), all that anger and frustration starts needing an outlet, with the newcomers as good scapegoats, and the political ideologues as the best.
So, with all that stacked against us in the efforts to help increase female gamer participation, how do we do it? Well, first is understanding that most of the issue is unrelated to gender in this case. I know many will start to argue, and that this very thread is gender-based to begin with, but this issue is not one of caused by gender itself. You have a group who has been defensive for a long time seeing people trying to get in while at the same time moral crusaders are still rallying against them. To me, a good way to encourage acceptance of that core that is seen as the sexist, closed off bunch, is to demonstrate that women, indeed, that all the new gamers are not the enemy. Hell, simply showing support for games over the moral crusaders may be enough to win good faith and break through the shell here, if only because so few are willing to side with games, even today, once a political agenda has been leveled against it. Beyond "comrades in arms", I would love to hear what other people think on the topic and how to help increase gamer acceptance of women.
Keep in mind, what we want is true participation. That is, we want women to be a larger part of the community, not because they are women, but merely because the community is larger with them and more healthy for that. A more diverse base means greater game diversity to meet demands and makes it harder for tactics of selling out when you can't pander to a uniform group. Thus, we should aim for equality in some sense. No no, I am not talking about how women are portrayed should be exactly the same as men (not gotten to portrayal yet to begin with), but rather how the industry treats them as customers and how the community interacts with them as members.
Ah, but the closed off core gamers are only half the problem of participation. The other half is getting women to want to participate. Now I know a lot of you think this should be easy. Games are cool, hell, they are accepted by the main stream now too. Of course they would want to play! Unfortunately, not so much. There is still a cultural barrier involved between gaming and overall culture, as well as social pressures about what women "should" like. These are no light matters to just pass over. Added to that is the perception of gaming culture itself being that non-inclusive boys club. Also, there is a general disconnect in what sort of games women and men just enjoy playing. So, how do we tackle this knot?
Well, first may be in finding the overlap and expanding that. What genre of games are more evenly balanced in gender? Also, with this issue, we may have to accept that the gender disparity in some genre may not need to be addressed or "fixed". Games are a medium in which the players decide if they want to participate. Even with the best of intentions, at no point should we ever expect a perfect balance, especially when, in the end, it is up to the individual to determine what they want to play. Beyond that, there is also the aspect of who the individual wants to play with. I argue that in general, more female inclusion is a good thing and something gaming should want, but I am under no illusions about how the pressures of culture and society will both subtly shape individual tastes and reinforce divisions we already see. As such, I am merely trying to find ways to be more inclusive that allow for the effects of those pressures but doesn't rail against them solely for the sake of railing against them. The difference between a shift in the subculture rather than an attempt at counter-culture.
As such, ideas such as "no more sexualization" I want to avoid as possible solutions. Yes, an environment where things are not sexualized may help with feeling more welcoming, but it also can breed resentment for the change just because association with those of the political ilk (bad for inclusion), create a segmented game field between those that follow it and those that do not (essentially segregating gamers by gender by products they feel are more suited to their gender, defeating the purpose), or even risk alienating female players by making them feel they are being patronized or have to "drink from the other fountain". This is not to say that toning sexualization down is a bad thing, just that in doing so, make sure the reason is not sexist itself. If you are doing something because it is for the women, you sort of missed the point by treating women differently. Remember, we are after true participation in the community, that means inclusion, not a separate but related sub-community.
As for the specifics of how, well, I don't know. I would guess that trying to make games appeal more for the gender not that interested in them now would be tossed out in one form or another, but that merely tries to pit applying the cultural and social influences the genders already have displayed against making a product that sells based on the traits that those sociocultural gender traits are distinguishing against in the first place. For instance, FPS are often violent, twitchy games played for highly competitive multiplayer, representing traits shown to be less appealing to women (violence, twitchy and competitive) as seen by not just voluntary participation and individual choice, but supported by cultural and social pressure to the same direction. Thus, if we try to change the game away from that, it undermines the core of the game itself in hopes of appealing to a group that still wont be interested, unless you change it to the point that you lose the core, and defeat the purpose of the changes in the first place (the inclusion of people, rather then just including some in a way that causes other to leave). Thus, I think there are limits to what we should consider even in these hypothetical solution, and we should try to understand how the solutions we come up with affect things. Please no solution should ever have a "if they don't like it, screw then" sort of feel. If you do that, you miss the damn point.
Anyways, for workable solutions on getting more women to want to participate in games, I am unsure. This is something I definitely want to hear back from the community here on. I know that more female protagonists would certainly not piss anyone off and might help things some. Near as I can tell, no one cares that Samus is female, she still is kick ass. And people seem to have nothing but praise for the recent burst of female secondary characters from games like Last of us and even Bioshock. Beyond that, I would say make games that are fun (seems like a no brainer), and that don't do anything that is excessively off-putting to what one would expect from the average player, male or female, well, unless for parody or done for artistic purposes (say, over the top violence. Might be seen as off-putting more to females then males because how either gender views such a trait, yet it may be what is the selling point of the game, thus, would not be right to remove that).
I would add that practices that would help inclusiveness in a universal way, rather then a gender specific way, are certainly welcome as well. Obviously, addressing the negative perception of the gaming community would help loads, though with it so tied to anonymity, that may be hard outside of places that are moderated already. You will always have the assholes who abuse anonymity in order to be assholes without repercussions, and the lazy will always use the them as examples of the whole, regardless if it is a fair representation. I am not sure how to improve PR for gaming as a whole in that regard.
Trying to break at least a portion of the industry from games targeting the 18-35 male demographic would help loads too. Nintendo seems to be the only company who gives no shits about that and makes games that are just fun for all ages. As a result, they are the ones that always seemed to me as the most inclusive. Not because of the gender of the protagonist, nor even the story, but because the games themselves are enjoyable and don't draw so heavily on traits that have established gender polarization to them (excessively violent, twitchy, harsher spirit of competition (mario kart not included, fucking blue cheating shell)). They also offer jump-on points for new gamers of anyways, something that can help when trying to get new people into games, as chucking them into a more female friendly CoD can still result in a lot of frustration and greater chance of abandonment. I suppose that I mean we need a sort of spectrum of games in terms of difficulty as well as demographics.
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I am starting to ramble here, first post is already too damn long, so I'll just cut it off here for now and see what people say or come up with. Chances are no one bothers to read this mess, but still...

Now, in order to try and keep this thread somewhat civil, keep in mind this thread is NOT for
1. Discussing politics or political ideaology.
2. Certain controversial youtube video series creators
3. Opinions on what is or is not acceptable and thus should be enforced on the rest of the world.
So don't do any of that. We good now? ok.
---
One other thing, this is more or less my grand theory regarding a lot of issues within gaming itself. I delve into underlying causes of underlying causes in an effort to better understand the why so I can try to think of better ways to address things, or even if we can or should address those. If you disagree or have other causes or ideas you think attribute to them, or solutions of your own,that is what this thread is here to discuss. Gaming and issues withing the context of gaming.
---
Women and video games have had issues. I don't think that should be a surprise to anyone. The most notable of these of late tend to be participation, portrayal, and employment. These tend to be the core issues around which countless threads like this revolve and devolve into bickering pits of blackness. And they are going to be here too! Though hopefully something good will come out of all the soon to be arguing.
I don't think anyone in the gaming community here, or for the most part in general, has a problem with seeing these issues dealt with and fixed. Even those that do not see it as something harmful in how the industry is today in relation to the topics of portrayal, participation and the like still will acknowledge that there does exist disparity, and that efforts to address the disparity, if done in an intelligent and all encompassing manner, are still good for games as a whole and help it so everyone wins in the end anyways. We as gamers love this hobby and artform, and want to see it do better then before, to grow and keep giving us entertainment. The problem is, we don't know how to, or even agree on the details beyond that there is a problem. And all that good intention just seems to end up fueling a swirling mass of wasted energy and non-stop bickering. Instead, I want to direct some of that towards finding solutions for it, be they simple steps the on-the-ground community can do to ideas we can try to pressure the industry itself to adopt, even though they will probably ignore a lot of us.
But where do we start? Well, lets just jump in and try to understand the causes for the issues in the first place. When you got a cough, it can help to know why in order to know how to fix it. as such, lets start with the first one I mentioned: Participation.
--------------------
Participation
Female gamers have existed since the start. They have always been there, though in number far less then males, and far less then now. Why though? Well, part of it seems to be related to simple interest. I don't mean that women don't have interest in games, rather, they often just have less interest in the sort of games that are, and were, made by the mainstream. There is an established pattern in games today along genre lines that show gender interests in them. Games like The Sims, for instance, have a larger playerbase of females then of males, where as games such as CoD, this disparity is flipped. This isn't done because of some sort of prevention of the other gender from playing, but rather the decisions of the individuals revealing a pattern along gender lines. Now, the underlying reason for this pattern may be related to culture and social expectations shaping what either gender would like at a younger age. This in turn, especially supported by cultural reinforcement, would snowball in a way we see. Unfortunately, that means that going after that underlying cause would be near impossible with the best we, as gamers, could hope to do is to allow more acceptance of deviation of the established cultural norms and encourage more variety in games in hopes that has some effect on the overwhelming presence of the rest of culture as a whole. As such, it is my opinion that we have to stick around the level of the individual's decision to play the games in the first place in order to help with this disparity.
How do we do this though? Well, that is hard. There is a mentality, both within the gaming culture and without, that sees the core gamers as close-minded, sexist and within a boy's club. While the perception is not true in a general sense, most seem to have no problem with women or other people joining gaming. Still, there are indeed such types within, and they are something we must address. In order to do this we have to again try to look into the why of things. Why does the core exist at all? Well, gaming has not always been as accepted as it is of now. Often maligned and frequently demonized, the core gaming audience has had to put up with a lot of flack from others outside their hobby. This makes a defensive mindset that is often tied to the hobby itself. While we are still quite familiar with the railing against violence in games, back before even mortal combat was being crusaded against, arcades were seen as hang outs for delinquents. The start of the industry itself being tied so close to the hobbyist, who tended to be the "nerd" outsider type as it was did not help either. Throughout its early years and even to today, there has always been a strong connection to being persecuted and a growing sense of defensiveness about it grew up in the community's own identity as a result.
So, what does this all tell us? Well, first and foremost if we want to address the participation of women in games, we have to do it in a way that is not seen as an attack. With the history of moral crusades against gaming, it just creates a now knee-jerk reaction that does nothing but cause fights and solves nothing. We can never address this as an issue by treating it as some people are bad while the rest are good. Hell, it should be pretty self evident by now, you never win someone over by calling them a sinner.
Therefore, we have to look at it from their perspective. As we already know, gaming culture has been accepted more and more into the mainstream. This is a mixed bag, as on one hand the hobby is getting more life and people interested in it, as well as more money and support. On the other, it gives rise to the feeling of selling out and the general pandering backlash. One has to think, as an old school gamer who put up with shit for being a gamer, the now acceptance of it can feel like a betrayal of one's roots and when tied in to the current sell-out business practices of the bigger companies("broaden the appeal"), all that anger and frustration starts needing an outlet, with the newcomers as good scapegoats, and the political ideologues as the best.
So, with all that stacked against us in the efforts to help increase female gamer participation, how do we do it? Well, first is understanding that most of the issue is unrelated to gender in this case. I know many will start to argue, and that this very thread is gender-based to begin with, but this issue is not one of caused by gender itself. You have a group who has been defensive for a long time seeing people trying to get in while at the same time moral crusaders are still rallying against them. To me, a good way to encourage acceptance of that core that is seen as the sexist, closed off bunch, is to demonstrate that women, indeed, that all the new gamers are not the enemy. Hell, simply showing support for games over the moral crusaders may be enough to win good faith and break through the shell here, if only because so few are willing to side with games, even today, once a political agenda has been leveled against it. Beyond "comrades in arms", I would love to hear what other people think on the topic and how to help increase gamer acceptance of women.
Keep in mind, what we want is true participation. That is, we want women to be a larger part of the community, not because they are women, but merely because the community is larger with them and more healthy for that. A more diverse base means greater game diversity to meet demands and makes it harder for tactics of selling out when you can't pander to a uniform group. Thus, we should aim for equality in some sense. No no, I am not talking about how women are portrayed should be exactly the same as men (not gotten to portrayal yet to begin with), but rather how the industry treats them as customers and how the community interacts with them as members.
Ah, but the closed off core gamers are only half the problem of participation. The other half is getting women to want to participate. Now I know a lot of you think this should be easy. Games are cool, hell, they are accepted by the main stream now too. Of course they would want to play! Unfortunately, not so much. There is still a cultural barrier involved between gaming and overall culture, as well as social pressures about what women "should" like. These are no light matters to just pass over. Added to that is the perception of gaming culture itself being that non-inclusive boys club. Also, there is a general disconnect in what sort of games women and men just enjoy playing. So, how do we tackle this knot?
Well, first may be in finding the overlap and expanding that. What genre of games are more evenly balanced in gender? Also, with this issue, we may have to accept that the gender disparity in some genre may not need to be addressed or "fixed". Games are a medium in which the players decide if they want to participate. Even with the best of intentions, at no point should we ever expect a perfect balance, especially when, in the end, it is up to the individual to determine what they want to play. Beyond that, there is also the aspect of who the individual wants to play with. I argue that in general, more female inclusion is a good thing and something gaming should want, but I am under no illusions about how the pressures of culture and society will both subtly shape individual tastes and reinforce divisions we already see. As such, I am merely trying to find ways to be more inclusive that allow for the effects of those pressures but doesn't rail against them solely for the sake of railing against them. The difference between a shift in the subculture rather than an attempt at counter-culture.
As such, ideas such as "no more sexualization" I want to avoid as possible solutions. Yes, an environment where things are not sexualized may help with feeling more welcoming, but it also can breed resentment for the change just because association with those of the political ilk (bad for inclusion), create a segmented game field between those that follow it and those that do not (essentially segregating gamers by gender by products they feel are more suited to their gender, defeating the purpose), or even risk alienating female players by making them feel they are being patronized or have to "drink from the other fountain". This is not to say that toning sexualization down is a bad thing, just that in doing so, make sure the reason is not sexist itself. If you are doing something because it is for the women, you sort of missed the point by treating women differently. Remember, we are after true participation in the community, that means inclusion, not a separate but related sub-community.
As for the specifics of how, well, I don't know. I would guess that trying to make games appeal more for the gender not that interested in them now would be tossed out in one form or another, but that merely tries to pit applying the cultural and social influences the genders already have displayed against making a product that sells based on the traits that those sociocultural gender traits are distinguishing against in the first place. For instance, FPS are often violent, twitchy games played for highly competitive multiplayer, representing traits shown to be less appealing to women (violence, twitchy and competitive) as seen by not just voluntary participation and individual choice, but supported by cultural and social pressure to the same direction. Thus, if we try to change the game away from that, it undermines the core of the game itself in hopes of appealing to a group that still wont be interested, unless you change it to the point that you lose the core, and defeat the purpose of the changes in the first place (the inclusion of people, rather then just including some in a way that causes other to leave). Thus, I think there are limits to what we should consider even in these hypothetical solution, and we should try to understand how the solutions we come up with affect things. Please no solution should ever have a "if they don't like it, screw then" sort of feel. If you do that, you miss the damn point.
Anyways, for workable solutions on getting more women to want to participate in games, I am unsure. This is something I definitely want to hear back from the community here on. I know that more female protagonists would certainly not piss anyone off and might help things some. Near as I can tell, no one cares that Samus is female, she still is kick ass. And people seem to have nothing but praise for the recent burst of female secondary characters from games like Last of us and even Bioshock. Beyond that, I would say make games that are fun (seems like a no brainer), and that don't do anything that is excessively off-putting to what one would expect from the average player, male or female, well, unless for parody or done for artistic purposes (say, over the top violence. Might be seen as off-putting more to females then males because how either gender views such a trait, yet it may be what is the selling point of the game, thus, would not be right to remove that).
I would add that practices that would help inclusiveness in a universal way, rather then a gender specific way, are certainly welcome as well. Obviously, addressing the negative perception of the gaming community would help loads, though with it so tied to anonymity, that may be hard outside of places that are moderated already. You will always have the assholes who abuse anonymity in order to be assholes without repercussions, and the lazy will always use the them as examples of the whole, regardless if it is a fair representation. I am not sure how to improve PR for gaming as a whole in that regard.
Trying to break at least a portion of the industry from games targeting the 18-35 male demographic would help loads too. Nintendo seems to be the only company who gives no shits about that and makes games that are just fun for all ages. As a result, they are the ones that always seemed to me as the most inclusive. Not because of the gender of the protagonist, nor even the story, but because the games themselves are enjoyable and don't draw so heavily on traits that have established gender polarization to them (excessively violent, twitchy, harsher spirit of competition (mario kart not included, fucking blue cheating shell)). They also offer jump-on points for new gamers of anyways, something that can help when trying to get new people into games, as chucking them into a more female friendly CoD can still result in a lot of frustration and greater chance of abandonment. I suppose that I mean we need a sort of spectrum of games in terms of difficulty as well as demographics.
-----------
I am starting to ramble here, first post is already too damn long, so I'll just cut it off here for now and see what people say or come up with. Chances are no one bothers to read this mess, but still...