if I hear that girls enjoy sim or hyper casual games ever again smh
Iâm currently reading a book on narrative design in games. Thereâre some thoughts on player classifications (mentioning both Bartleâs taxonomy and Jesse Schellâs ideas). I do understand that those are just theoretical concepts that were created solely for game developers. And slightly outdated too.
But I canât just ignore it anymore. Again, these ideas are not a call to action but rather a reference. But Iâm curious whether real developers really stick to any of this stuff.
I mean Pac-Man was developed to attract teenage girls. Itâs âkawaiiâ and doesnât involve any violence. It was extremely popular. And it was developed like in 70s.
So isnât Pac-Man a 40 year old proof of the fact that girls presumably donât play games because they are, in fact, all made for boys? Hear me out there: girls and boys may enjoy different stuff BUT most of the games are made exclusively for boys (at least having them in mind as a key audience). Thus, statement that girls donât play games is incorrect from the very beginning. Itâs just they are not heard or anyhow represented in the industry.
And Iâm not even talking about gender socialization which obviously has the greatest impact on todayâs situation.
Girls do play games. They are just excluded from gaming beforehand.
Id love to hear any ideas on it