Video Games: Engineering Innovation Processes

The Challenge

During the past 50 years, most video game inventors, programmers, and players have been men. Moreover, the stereotype of video gaming as masculine persists, even though women have become active gamers. This stereotype is cause for concern because games immerse players in interactive and compelling stories that can shape behaviors, social values, and gender norms.

Method: Engineering Innovation Processes

Designers market games to girls through several different strategies: 1) They develop games for “everybody.” These, by default, are most often designed for boys, who represent the prime market for games.This strategy—aligned with liberal feminism—encourages girls to develop the skills needed to play male-oriented games. 2) They design games specifically for girls—an approach based on difference feminism, which can promote gender stereotypes and essentialism, and which may overemphasize gender differences between girls and boys,women and men. 3) A third approach—presented here—offers designers methods for designing games with dynamic—not prescriptive or stereotypical—gender norms. Analyzing gender assumptions can lead todesigning virtual spaces where players can explore gender identities and behaviors.

Gendered Innovations:

  1. Games may serve as catalysts for change. Analyzing Gender has led to understanding how games provide a virtual space where designers and players can explore gender identities and behaviors. Challenging gender stereotypes may enhance diversity in video and online games, and potentially the gaming industry itself. This is important because games are increasingly spaces where young people socialize.
  2. Designers can create flexible, gender-mixed games. By analyzing sex and gender throughout engineering innovation processes, researchers have looked beyond stereotypes to understand the complex patterns of young women's and young men’s video gaming—patterns that are influenced by factors beyond sex, such as age, experience, and geographic location.