When she delivered a talk on women and games that year, "they said, 'Why are we even bothering to listen to you? Girls don't play games.'"
Fast-forward 13 years. Ray says she was told that about 1,000 women attended the 2005 Game Developers Conference, representing 10 percent of those present. Ray, who has devoted her career to making games--and the industry--friendlier to women, can take such progress personally. In 1993, the year after her first GDC, she held a GDC women's roundtable that became the seed for her volunteer organization, Girls in Games.
She got her start as an avid "Dungeons and Dragons" player, moving into video games when she was hired by Origin Systems to work on the "Ultima" series. While working on an unreleased game
Ray began taking note of the trends that repelled would-be women gamers, as well as the kinds of things females looked for in games. She founded Sirenia Consulting to provide her insights to other companies, and in 2002, Charles River Press asked her to write a book on the topic. "Gender Inclusive Game Design: Expanding the Market" was released in 2003, and has since become a textbook at several universities.
Ray returned to the developer world, where she is currently content lead for Sony Online Entertainment's "Star Wars Galaxies." She continues to speak out in support of women's presence in the game world.
At the GDC last week, Ray was presented with the International Game Developers Association's Community Contribution award. We caught up with Ray to discuss the industry's progress in welcoming women, and what more needs to be done.
GameSpot: This year you won the Community Contribution award from the Independent Game Developers Association for your women's advocacy. What does that mean to you?SGR: It's the most amazing thing I can imagine. To have gone from this conference in 1993--when they had their very first roundtable on girls in games and there were six people--to driving it all that time, and now having the industry recognize...it's more than just recognizing me, it's recognizing the validity of the work that the women's group has been doing. It's so exciting to see that kind of shift in attitude. It's wonderful.
The industry, back in '93, was still saying, "Women don't play computer games." Period. End of story. Won't talk about it.
And we know that's not true.
SGR: Of course we know it's not true, and we knew it wasn't true back then. But the industry didn't. The industry is now actively addressing: how do we capture this market? What barriers are in our titles right now? As you see, we are now moving over into racial and ethnic issues as well. It's like the industry's growing up. It's wonderful.
What put you on the path to being an advocate for women?
SGR: I enjoy gaming so much, and I'm such a hard-core gamer, that I didn't understand why other women weren't. That's where it really started. I always thought it was an untapped market, and (I wanted) the ability to share my passion with other women and also the ability to grow the industry.
Do you think you've answered that question of why other women weren't interested in gaming?
SGR: I think we're beginning to answer it. We haven't got a full answer yet, and we won't have that answer until we see 50 percent of our playing audience is female, and 50 percent
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- by CollegeCandyGirl October 31, 2008 1:02 PM PDT
- Here is a great article about girls and video games. Check it out:<br /><br />http://www.collegecandy.com/wired/14036
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