Abstract

Until the early years of the 21st century, games were seen as activities for male teenagers and adults. Gradually, women are gaining representation in the universe of games, but they still encounter difficulties, face judgments, prejudice, and often feel discouraged to play. Games can encourage girls to see technology positively, which can motivate career choice in computing. As the number of female professionals in computing careers is still small, characterizing what girls like or dislike in games can contribute to the increase in that number. Thus, this work aims to propose adaptations for digital games, to attract more girls to play them. To reach this objective, we conducted interviews with girls, to collect information about what they like or dislike in games, and later a triangulation was performed for validation, which used information extracted from a questionnaire. The analysis of the interviews shows that aspects suchas game graphics, the possibility of playing in a group, the reality of the game, and freedom to choose avatars and paths the game will follow are characteristics significantly valued by the participants, regardless of whether they already play games or not. Based on the analysis, this work generated suggestions for better matching games for girls contributing to reducing the gap between men and women in computing careers. Some of the main suggestions address the need to pay attention to how the game will work the interaction between players; the need to provide the gamer constant feedback and rating features suchas ranking, promoting competition, and the insertion of female avatars within the games that are representative and that have physical variations in the characters, in addition to representing women as champions and not just as support for other players.

Highlights

  • The popularity of digital games is constantly growing

  • From the analysis of the interviews carried out with girls who play games, it was possible to identify characteristics that the participants indicated to like or dislike, what they would like to see in games, and to better understand the relationship between playing games and the interest in following a Computer Science (CS) career

  • The participants indicated that they value the interaction and the design of the games, the fact that they can play in groups, and the possibility of simulating real-life or getting out of the routine

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Summary

Introduction

The popularity of digital games is constantly growing. Online games have made significant progress, in line with advances in mobile and web technologies, and video games are becoming an increasingly popular entertainment among children, young people, and adults.The use of games grew even more due to the Covid-19 pandemic. Relationship between games and careers in computing The number of female professionals in CS careers is still small compared to the number of men and has been decreasing over the years This is a consequence of the low number of women who choose to graduate in CS courses. In the same period, the number of male freshmen increased from 18,876 to 18,956 Following this trend, the number of women completing Information Systems courses was 614 in 2002 and 1,249 in 2019, while the number of men increased from 1,363 to 6,771. In 2019, the number of graduates from computer science courses was 6,304 women and 38,983 men

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