Avatar selection
and representations of female game characters
Ray argues persuasively that creating more female avatars and representing
them in a more game-appropriate rather than hypersexualized manner are
two relatively easy and effective ways of designing games to be more
attractive for female players.
As Ray explains, currently, male avatars are in the majority in most
popular games. Often players have only one female avatar from which
to choose, referred to by Ray as the 'token' character, and this avatar
is one with limited powers/skills and, therefore, is less desirable.
Playing the game repeatedly with the same character quickly becomes
boring, thus, the limited choices of avatars make it less likely that
women will play the game many times. Based on market research from the
gaming industry, Ray notes that many female players feel uncomfortable
assuming a male character, while males do not mind playing with female
characters, often noting that they are more attractive and pleasant
to look at than male avatars. Ray explains that avatar selection is
key to the experience of playing a game because players interact with
the game through the avatar they select. As a result, providing women
with an inadequate selection of female avatars can negatively affect
the quality, depth, and comfort level of their gaming experiences.

Additionally, in
many of games where female avatars are included or featured, such as
the Tomb Raider series, they are hypersexualized, which serves
again to make female players uncomfortable. In Chapter 2, "Evolution
of Female Characters in Computer Games," Ray provides an interesting
chronology of female game characters. From Ms. Pack-Man
to Lara Croft, female characters have been sexualized and even hypersexualized,
which includes having huge breasts, very round bottoms, waists smaller
than their heads (see Lara Croft above), full lips, and erect nipples
that in some cases show through their body armor (102). Hypersexual
characters are more than attractive or sexy in appearance; they are
presented as available for male sexual gratification and function as
eye candy for male players, causing female players often to reject them
as viable character options.
In contrast, male
avatars are presented as virile and strong, but not hypersexualized.
Their genitals are not exaggerated or erect, and they are not dressed
in a way that indicates that they are sexually receptive. Ray observes
that male players and game design teams would be appalled at being asked
to play with or design hypersexualized male characters that parallel
the current female options (104).
In Chapter 7, "Avatar
Selection," in the Application of Concepts section, which appears
at the end of most chapters in order to outline specific recommendations
for game developers, Ray explains that designers can make simple changes
such as increasing the range of female characters and making their representations
and clothing parallel to those of the male avatars in the game to attact
more female players by providing them with a more comfortable experience.
Structural
and narrative barriers to female interest in gameplay
While the lack of
female characters and their hypersexulized representations are faily
easy to notice and highlight as factors that may discourage women from
playing many computer games, as a game developer, Ray is able to go
beyond those attributes of many games and explain in detail other common
structural and narrative elements of console games that prove to be
unappealing or repugnant to many female players.
For example, in
Chapter 3, "Conflict and Conflict Resolution Styles in Game Design,"
Ray explains that many console games operate around a direct conflict
model and a "zero sum" outcome, where there is only one winner
and opponents must be destroyed. Ray notes that based on market research,
many female players seem to prefer indirect conflict, like that present
in Tetris and other puzzle games, and like to be able to win
points without having to destroy the enemy or opponent. Designing games
to include indirect conflict requires creativity and departing from
typical formulae. In Role Playing Games (RPGs), the narrative elements
of the game can be used to facilitate having multiple options for dealing
with obstacles, such as fighting opponents until they are destroyed
or alternately using skills such as distraction or trickery to move
past obstacles without engaging in battle. Ray emphasizes that non-confrontational
options must be presented as equal to the traditional options in order
for them to be successful in attracting new audiences to the game.
Similarly in Chapter
4, "Stimulation and Entertainment," Ray explains that male
gamers enjoy visual stimulation and enjoy targeting moving objects in
a clear field, such as fighter jets in a clear sky common to First-Person
Shooter (FPS) games. In contrast, female players seem to enjoy the emotional
stimulation and connections provided by games with backstories, plots
that underlie the gameplay narrative, that have depth and draw the player
into the game. Ray encourages designers to spend more time developing
backstories for their titles that provide the basis and motivations
for actions taken during gameplay, such as having the character in a
fight game doing battle to avenge historic wrongs against family or
community. These sorts of backstories allow the player to develop an
emotional attachment to the game and the characters and will expand
the audience of games to female players who appear to relish this involvement.
Lastly, throughout
Gender Inclusive Game Design, Ray highlights the idea that
developers should work to keep players in the game and to play repeatedly.
In Chapter 6, "Reward and Gameplay," she notes that in many
games, the penalty for error is the death of the player's character,
which results in the player being forced to restart play from the beginning.
Market research reveals that female players respond quite negatively
to this consequence and prefer instead minor setbacks in play or a choice
of consequences based on the risk that players want to assume.
Additionally, in
Chapter 5, "Learning and Communications Styles in Computer Game
Development," according to Ray, female players are frustrated by
having to guess about game features or tricks that are hidden in the
game and can only be discovered in ways that are outside of gameplay.
For example, in many games, such as fight games, hidden moves that a
character can perform are accessed through a combination of keyboard
strokes. These hidden moves are not outlined in the manual and cannot
be discovered as a natural result of gameplay, but must be uncovered
by randomly striking various combinations of keys. Female players express
impatience with these hidden moves and would prefer to find such information
during the course of play or in game manuals. Ray notes that both the
sudden death aspects of games and the need to play with the keyboard
to find hidden moves (or read online game FAQs that detail them) can
require players to leave the game, violating the principle of good game
design whereby players should be kept within the game (89). Therefore,
Ray notes that changing these features of games to reach a broader audience
would improve the design for all players, providing them with other
options for gameplay and for learning information about techniques.
Throughout the text,
Ray emphasizes that games should not be changed to eliminate traditional
attributes such as sudden death or secret information hidden in the
keyboard, but that the games should be expanded to reward the strengths
of other types of players and provide them with options. She emphasizes
that the increased availability of memory and faster processors makes
games more able to accomodate expansions; therefore, technological limitations
no longer exist to justify omitting such options that may expand the
game market to include more female players.
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