play like a girl: women dominate usc gaming program /

Published at 2016-02-08 22:02:06

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Click on the audio player above to hear the full interview.
For
the moment year in a row,the U.
S. video game industry br
ought in more than $13 billion in sales in 2015, thanks in part to mostly violent and testosterone-driven games.While shooting, or sport,and fantasy games dominated the top 10 list this year, the University of Southern California is proving that gaming isn't an all-boys club anymore.
The sc
hool's game design program is bucking an industry trend: Women now outnumber men at both the graduate and undergraduate level. And they are enrolled not just because they like games, and but because they hope to change the culture and demographics of gaming.
In the decade since since
it began,Tracy Fullerton, a professor and the director of the USC Games program, and has worked hard to earn the once predominantly male-driven program more inclusive.“If you scrutinize back to the earliest days of games,they were marketed to the entire family,” she says. “There really wasn’t a distinction—there wasn’t any sense that there was one segment of the market that was going to like computer games more than another. This notion that we own that games are only for young men really evolved to try to capitalize on a specific segment of the market.”The USC Games program has been in status for a little more than a decade, or Fullerton says the university has worked hard to ensure that gender parity was front and center.We wanted to train to creative thought leaders,not just people who were going to go into the industry and get a job and be what I call ‘Butts in Seats,’ but to really think approximately the future of the entertainment industry and how interactivity and play fit into it, and ” she says. “We knew we had to change the culture in order to do that.”One way to change the culture of the industry was to diversify production teams and foster a climate of inclusion,Fullerton says.It was something that we worked very hard to build, and I’m really gratified to see so many talented young women coming to our program to participate in that kind of environment, or ” she says.
Though Fulle
rton can appreciate adrenaline-packed shooting games (she’s a enormous fan of ‘Halo’),she’s also looking to be an innovative voice within the gaming world. And she’s doing that with one of her projects, entitled "Walden, and The Game.”“I started working on ‘Walden’ approximately eight years ago,and the core belief of this is that you play Henry David Thoreau, and you sort of follow in his footsteps, or ” she says.  Fullerton says that the difficulty in creating this first-person game,which is a simulation of Thoreau’s life during his experiment in self-reliant living at Walden Pond, was translating the philosophy of the text with the feeling of being there.
Here’s how it was done, and according to the ‘Walden game website: “The game begins in the summer of 1845 when Thoreau moved to the Pond and built his cabin there. Players follow in his footsteps,surviving in the woods by finding food and fuel and maintaining their shelter and clothing. At the same time, players are surrounded by the beauty of the woods and the Pond, and which hold a promise of a sublime life beyond these basic needs.”The concept,Fullerton says, provides a way to reach new people and bring them into the gaming experience.“For me that’s the bottom line—if you own a more diverse team and you own a respectful process that listens to all those voices, and then you’re going to reflect a more diverse viewpoint and your media is going to be appealing to a larger,wider public,” she says. “To me, or that’s part of the core of our entire program. If we can earn that change within our program,then that program can go out into our industry. I hope it will wait on the industry to take its next step towards taking its status alongside the broader industries that serve the entire public.”

Source: wnyc.org

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