What deters females from engaging in the technologically-complex digital
games that males do? Elena Bertozzi’s
article "You Play Like a Girl!" offered insights into the cultural
conditioning that prohibits females from participating with males in cross
gender competition. Bertozzi’s interest
in this topic stems from what she regarded as a vital connection between involvement
in “mental rotation games” – complex PC games – and competence with digital
technology. Because digital game players
are predominately male, and since females who choose to participate in these
complex games will have to play against them, gender norms surface. Since players bring their preconceptions to
the digital game room, Bertozzi explained that both genders must supersede
traditionally held cultural beliefs in order to interact in digital gaming. Both
females and males have to challenge norms in order to interact
productively.
What are these traditional, cultural play lines that need to be crossed in
order for females to enter the male-dominated digital arena? Bertozzi described them as their belief
systems regarding male-and-female interactions which stems from cultural
conditioning. For example, women in
society are supposed to be weaker and in need to protection from men. Females are not considered the equals of
males, especially in areas of physical duress or conflict. So, female avatars and participants in gaming
situations are expected to follow feminine norms of passivity whereas male
avatars can be aggressive with other males, yet protective of females. Thus, when females enter the gaming arena,
they bring with them the social order of the lives they know outside of
gaming. In order for females to compete
with males in cross gender challenges, there are rules to be broken and new
rules to be overlaid. Specifically to
entice females to embrace technology, Bertozzi suggested that game designers
need to acknowledge the nuances of cross-gender play, creating more female
characters and new non-stereotypical avatars (i.e., aggressive and strong as
well as sexually attractive). These will
remove barriers to female participation.
It is not surprising that both men and women bring their preconceived
notions of gender into their digital game play nor is it a revelation that
women need to embrace technology if they want to realize expanded career
opportunities. Since we have not done so
as a society, it is difficult for males and females to overlay a new set of
rules just for their interactions in digital gaming. Bertozzi made salient points as to why
females are disconnected from digital gaming, however, her conclusions on how
to proceed were anemic. The digital
gaming industry needs to grasp the untapped market that female gamers represent
so that the industry will work on related product design, marketing, and
packaging. Female gamers need to compete
against other women in “mental rotation games”, learning to express their
aggression through competition, to view their self-worth through skill
attainment, and to work productively with other females in a hierarchy – all
female shortfalls according to Bertozzi’s article – prior to and in preparation
for addressing cross gender competition in digital gaming. By doing so, females will be readied to
express, view and work in ways that are more cohesive with the competitive
environment. This will serve to ‘level
the playing field’ so that both males and females can compete with a common
understanding of the process, goals, rules, and outcomes of productive competition.
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