Gamer Girl and Gaming Industry

Gamer Girl and Gaming Industry

Gaming was once a niche market, but its popularity has helped it convert to the mass market. This global market is majorly male-dominated, but with growing interest among females, they are becoming part of the gaming industry. Women are not only a part but one that is crucial and whose function is currently most important to the gaming sector. Women have established their talent and worth in the gaming industry, from players to developers.

Some facts and statistics:?

  • A recent study in the USA found that about 18% of women received degrees in computer science and that about 29% of them secured a job in the IT industry.
  • Women now make up 40–45% of Asian gamers. Women hold 38% of the positions in the industry of game developers.
  • 18% of gamers in India are female.

According to certain facts, women play games for shorter durations of time than men do, and the reasons they play differ from game to game.

French men consider gaming as a stress-relieving activity, whereas French women strive for competitiveness. While Taiwanese men like playing online games to pass the time, women get a sense of accomplishment from gaming. In India, men and women play video games for entertainment or occasionally to release pent-up emotions like stress, rage, or frustration, respectively.

Societal Hypocrisy and problems:

"You shouldn't be engaging in video games as a woman, they are designed for guys"; "You are a girl, can you even code?"; "Games are for time pass; don't waste your valuable time on them".? This is what society says, and it never ends.

  • In addition, some female gamers have always had an interest but have never encountered the opportunities or will to pursue it.
  • There are no role models for Women who can motivate them to be "girl gamers". Female gamers are featured in fewer advertisements, while chances for women in esports are advertised even less frequently.
  • Women's performances are never recognized for their efforts; instead, they are assumed to have been made possible by receiving assistance.
  • Stereotypes about gender are the actual issue in the gaming industry. In the games, female protagonists either had lower value or were objectified, rendered defenseless, and in need of protection from male protagonists. Gamers, especially women, are affected by this portrayal of the female protagonist and eventually lose interest.
  • The majority of women encounter verbal abuse, bullying, and harassment. 33% of women said they agreed with this statement.

The days of women viewing themselves as helpless and weak are long gone. Now, they are as strong and violent as males when playing.?

Women have their own unique identities and styles. They can create various choices, experiences, and methods. They also have their routines and preferred forms of technology.

Recent trends and wonders of women:?

The gaming sector has begun to diversify. Currently, feminist frequency is booming. The number of women entering the gaming industry as players, developers, visual artists, and graphic designers is gradually rising. Women have worked in every aspect of the game industry. We can say with pride that women will open up chances and boost growth in this field.

  • If we talk about opportunities, there are many different professions that women can choose from as occupations. E-sports, streaming, game developers, 3-D animations, etc. are some of them.
  • Organizations exist to help women in esports, including those that support women as gamers, game ambassadors, and individual ambassadors. Female protagonists are now appreciated.
  • Female streamers have made a noticeable presence on websites like Twitch and Youtube. Women choose careers in gaming, and they are among the highest incomes.
  • In China, female gamers receive support and encouragement, are given the same possibilities as men, are featured in web series, and are promoted.
  • Many women are excited to start careers in gaming and use it as a source of income.

Let's examine a few of the best examples:

  • Carol Shaw, the first female game developer, is an example of a lady who had a lifelong interest in gaming but went unnoticed. Carol Shaw created 3D tic-tac-toe in 1978.
  • Jade Raymond was a female game developer who had a significant impact on the creation of Assassin's Creed.
  • Shasta Iqbal, the first well-known female gamer from India, began playing when she was 12 years old.
  • Then we have our well-known professional gamers, such as Vilga, Mystik, Ailey, and Scarlett, who are all extremely talented players. Ailey is a renowned Counterstrike player with a global rank of 3172, while Scarlett is known for being a heavy hitter of Starcraft II and is one of the highest-paid pro-gamer. There are no video games that women haven't played, including Counterstrike, Valorant, Starcraft, and Darksouls.

Conclusion:?

We, Women, are strong; we can create video games, play them, and have both sensitive hearts and fierce personalities. Women are more inclined towards adventure, thrill, and platform games, and we can wreak havoc. No gender barrier, societal threats, or work-life imbalance can stop us.?

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