Women in Games 2008: latest themes and details
Tuesday, 23 October 2007 by womeningames
The Women In Games conference encourages research and seeks to promote careers for women within the games industry. Making this career path attractive from a female perspective doesn’t just make good business sense, it’s vital both commercially and artistically.
Modern gaming is a cutting-edge industry on the forefront of technology and interactive storytelling. But for it to become a true sister medium to music and cinema, it needs greater balance in its audience and its workforce.
Even in the industry’s traditional areas of interest to women, such as art and animation, female representation is low - lower still in more scientific disciplines, such as programming. Without women taking on a greater role in the creative process, how can the end result – the games themselves - ever consistently appeal to female tastes? More broadly, what is the industry missing out on through the domination of male perspectives in the creation of games?
Women In Games was established to address such issues. A major theme of Women in Games 2008 is exploring ways of encouraging more women to enter games and increase their prominence across the industry, ultimately demonstrating how the female perspective can provide a rich new angle on the gaming experience. Other themes will focus on the latest game research with a particular emphasis on areas that affect, or are affected by, women.
Women In Games 2008 will be organised by the Department of Computer Science at Warwick University and Rare, a leading games development studio based in the UK and responsible for such classics as Banjo-Kazooie, GoldenEye 007, Perfect Dark and Viva Piñata.
• Location: Warwick University
• Date: 10th- 12th September 2008




I totally agree. Many industries have recognized the importance of having more women as employees and as customers. In reality, the two go hand-in-hand. It wasn’t too long ago that the automotive and financial industries catered primarily to men. Today that has changed and the result has been profitable. Even companies perceived as macho such as Harley Davidson are realizing the importance of appealing to and attracting more women riders in order to grow their business. The gaming industry needs to make that transition as well.
One way industries have grown the number of women is by creating a Women’s Advisory Board that will help them achieve their goals. My company’s, Advisory Link, entire focus is on helping corporations recruit, retain and promote women within their organizations as well as to be more successful in developing and selling products to women.
[...] My response to- http://womeningames.wordpress.com/2007/10/23/women-in-games-2008-latest-themes-and-details/ [...]
Hi, Nice to see there is a community of women in the game industry. Personally I have had my addictions (SimCity, Kurushi, Snake, Rayman, Guitar Heroe,..) but recently I am given the task of inviting the game industry to participate in multidisciplinary project.
I have not succeeded in even get in touch with the good people producing the game I appreciate more than anything, SimCity.
Could perhaps this potential interface between a professional world and the universe of games be the way to reach more women?
Could anyone help me get in touch with the professional game makers? I have written an open invitation in form of an article connected to the release of SimCity Societies. Check it out here if you want to see one female perspective http://www.lilja.no
Hi Bente Lilja
Good to hear from you, it sounds as if some of your ideas might be of interest to the organisers of WIG 2008 (do have a look at the themes). Perhaps you could consider making a paper submission to next year’s event?
We had a few people from EA Europe at the event in 2007 so this might be an interesting forum for you to disperse your thoughts.
Good luck with contacting the right people.
All my best
Emma