Wellington
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http://equipped.msn.com/article.aspx?aid=13 <--- Full article.
The times, they are (finally) a changing, however. Already well-represented in marketing and public relations, women are now moving into the creative areas of coding, design, art and production.
Advocates say it's about time. The industry needs not just gender diversity, but a diversity of ideas they hope will lead to new types of games and, ultimately, new players. The challenge is finding the talent.
'People make games they like to play'
At stake are some big issues for an industry that grossed $7 billion in the United States in 2003.
Getting more women involved in creating games isn't just the right thing to do, it's good business, said Laura Fryer, director of the Xbox Advanced Technology Group at Microsoft.
"Half of the population isn't having input into what's being created," Fryer said. "And the one thing that I learned is that people make games they like to play. Having a diverse opinion helps games."
It's a point seconded by Sheri Graner Ray, a senior game designer for Sony Online Entertainment. The game industry, by virtue of its overwhelmingly male employee-base, is missing a big market, she said.
"The thing the industry is coming to realize is that its targeted male 15 to 25 demographic isn't growing like the industry is growing," she said.
The purpose of recruiting women is not so they can make games 'about pink fluffy kitties.'
Studies report that while women players dominate online arcade and puzzle games, the multibillion-dollar PC and console market is another story. All told, according to the trade group Entertainment Software Association, women account for 39 percent of all players.