Alison’s talk involved women’s access to gaming and the implications of this. She asked us to think about how games are situated gender-wise and the focus on masculinity in games. She stated that it was a very heteronormative and hypermasculine practice, and that females were trespassers on the ground of the male player.
An “historical construction of maleness” is central to video games, Alison stated. Women in this situation are considered unlikely to be audiences and are therefore marginalised. There is, Alison said, a tendency to make anything in gaming that does not follow hetereonormative convention inferior, and that action and adventure should be left to the male audience.
Alison argued that games are played based on access to them and that girls might not specifically choose to play games because they simply were not offered the choice to do so. Because of the perceived increase in access, men claim expertise over games, Alison stated, which undermines the female connection to them. She considered that girls who did not have access to games might think that they were for boys and therefore not play them. This affects future perceptions of such matters.
After speaking about the Wii and its lack of an ideal market, Alison also addressed the divide between the hardcore and casual gamers and stated that although many people do both, there is a perceived gender divide in place. Female play in this way is scorned. Games which are quick to pick up and play are ideal for people in a situation where they might not be able to spend time on working towards mastery or finding a save point.
Alison pointed out that there is a shrinking gap between male and female players, but female players are nonetheless framed as sexualised, in part due to structures embedded within the games themselves.
Alison stated that a possible future research direction might be to look at trends in handheld devices and the access and practices associated with such play.
Questions included those regarding the hierarchies in place, the discourse of the industry, types of masculinities and femininities that come into play,the manipulation of the female player (the PC as masculine and consoles as feminine, for example) and therefore the language of games/marginalisation.