The goals of this presentation were to consider the young female voice through an ethnographic perspective. The long-term implication of this was stated to be to create a fuller image of what is going on, and to consider girls’ gameplay and preferences as contrasted with those of boys. Pink games were initially referenced, and questions were considered about who these games are actually aimed at and who in the industry makes these kinds of decision. Based on conversations with individuals with the industry, Kelly and Shanly became interested in these questions. Female gamers, they stated, increased by five percent between 2008 and 2009, but the way things were perceived in the industry was often very different to literature on the subject.
Kelly and Shanly spoke about what they had done so far. They followed three groups of girls aged between twelve and sixteen. These girls already played games and had access to them. The aim of this aspect of the research was to see the differences in play between individual and social play. The second phase of this research would be to see how these preferences evolved, and the third was to establish long-term patterns in their gameplay. These groups were chosen based on pre-existing social groups and centred around Guitar Hero.
Kelly and Shanly reported four core findings from this observation.
1. Collective play. Girls played differently to the previous research that had been conducted on boys. Girls tended towards play styles that involved everyone, even when the games were not designed to be played in that way. Sometimes, the girls would make and follow their own rules in these games.
2. Playing outside the limits of the game. This involved mimicry of avatars, dressing up, taking photos, and adding their own moves.
3. “Context shapes play”. Based upon Diane Carr’s work. This was stated to be more complex than they had realised. Girls were described as being in their own (everyday) spaces, and switching over between different games and preferences occurred extremely quickly. Sometimes they would also play games with boys, for example, but this would be a phase.
4. “The Grey Zone”. These are gender-inclusive titles. Kelly and Shanly described that it seemed that girls would make this type of game out of a game, even if said game did not allow for this.
One final point of note was that Kelly and Shanly considered that moving games further into this ‘grey’ area could be beneficial, and that they were not specifically looking at games for girls but to actively find out what it is that girls like about games.
Personally, I was quite interested in how their presence affected the performative aspects of the girls. Questions included the danger of generalising on such matters, neutrality of games testing, the idea of games being specifically marketed towards the male audience, and play contexts.