The Star Malaysia

Creating an interest

Through workshops and summer camps in over 50 cities globally, Girls Make Games has taught over 6,000 girls how to programme and design basic video games.

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It’s crucial to encourage girls who are keen on video games or computers to consider a career in science, technology, engineerin­g and mathematic­s (STEM).

ALEXA was eight when she discovered video games, from racing to solving puzzles and playing out fantasies in virtual worlds.

But as a girl gamer, she was sometimes the odd one out among her peers.

“In my class, no girls really play games. It’s just the boys. I think more games are aimed towards boys than girls,” said the London student, now 10 years old.

But Alexa hopes to change that after spending a day at a workshop by Girls Make Games, a US-based training organisati­on that works to inspire more girls to consider a career in the male-dominated video games industry.

“I didn’t really think I could be a video game developer but this has made me think about that because before, I generally thought it was just men,” said Alexa at the London offices of gaming giant Sony PlayStatio­n, where the event was held.

“I would want to see more gender-neutral things – not stuff that’s stereotype­d to be for girls, like pink or rainbows. And not the boy stereotype­s, like fighting and racing (games).”

Through workshops and summer camps in over 50 cities globally, Girls Make Games has taught over 6,000 girls how to programme and design basic video games to get them interested in science, technology, engineerin­g and mathematic­s (STEM).

In the United States, nearly 60 per cent of girls play video games, compared to 84 per cent of boys, according to a 2015 Pew Research Centre report.

But if you include gamers of all ages, women make up nearly half the players in the United States, said the Entertainm­ent Software Associatio­n, which represents the

US computer and video games industry.

The global video games industry – including mobile games and consoles – was worth some US$135bil (RM567bil) in 2018, and is projected to jump to US$174bil (RM730.8bil) by 2021, data from gaming analytics company Newzoo showed.

Missing voice

Despite the huge appetite for video games from both men and women, only 22 per cent of game developers are female, according to figures by the US-based Internatio­nal Game Developers Associatio­n, the largest global network for people who create video games.

It’s not just about making games, though. The industry was embroiled in a movement known as “Gamergate”, in which video game fans, mostly men, lashed back aggressive­ly online at criticism about sexism in gaming culture. The movement came into general public view in 2014.

“It’s important to teach girls to make video games. That voice is missing in the industry and you can see it in the marketplac­e in the kind of games that exist,” said Laila Shabir, who founded Girls Make Games in 2014.

In 2018, for example, the top-selling games in the US were shooting, sport and racing titles, including Red Dead Redemption

2, NBA 2K19 and Mario Kart 8, according to

NPD, an analytics firm.

“When young boys grow up and become game developers, they make certain kinds of games that are more appealing to boys and I think the cycle just continues.

“We’re trying to break that cycle so we can create more access and a greater variety and diversity in voice that exists out there,” Shabir said.

Level up

Even though the number of women in STEM has increased in recent years, they still only account for about 30 per cent of the world’s researcher­s, said the UN cultural agency Unesco.

But getting teenage girls to play more video games could help to boost those statistics, a 2018 study by the University of Surrey in Britain showed.

The paper, published in the journal

Computers in Human Behaviour, found that 13to 14-year-old girls who played video games for over nine hours a week were three times more likely to study a STEM degree at university, compared to non-gamers.

Anesa Hosein, who conducted the research, said it was crucial for educators to encourage girls who express an interest in video games or computers to consider a career in STEM.

Hosein said the industry needed to “break the vicious cycle”, where a lack of female role models has been leading to fewer girls wanting to pursue jobs in STEM which, in turn, has led to fewer role models.

“It is important for girls to go into STEM in order to create science, innovation­s or video games that suit their interests and that are relevant to them, rather than being given something and told this is what is appropriat­e for them.”

For 11-year-old Ariana, another student at the workshop, being able to programme and design her own video game for others to enjoy would be a dream.

“I want to see how it would be to make the games,” she said. “You might get other people to play the games and they might like it and they might feel proud of the game, too, because you coded it from scratch.” — Reuters

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 ??  ?? Even though the number of women in STEM has increased in recent years, they still only account for about 30 per cent of the world’s researcher­s, said the UN cultural agency Unesco. — 123rf.com
Even though the number of women in STEM has increased in recent years, they still only account for about 30 per cent of the world’s researcher­s, said the UN cultural agency Unesco. — 123rf.com

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