Global Game Industry News Blog

Wednesday, February 20, 2008

Biological Determinism, Gender, and (Video) Games

[Cross Posted from www.ishotthecyborg.com]

Well, I’m supposed to be revising my dissertation, but now that the New York Times has blindly picked this up, I can’t really help myself. I first stumbled upon this article a while back on Joystiq.

Joystiq - Science Says: Men’s Brains get More ‘Reward’ from Gaming

The study, which looked at 11 men and 11 women, asked participants to play a simple territorial point-and-click game while hooked up to an fMRI machine. The men in the study showed much great activity in the brain’s “mesocorticolimbic center,” which is associated with reward and addiction. … Yeah, yeah … tell it to the Frag Dolls.

Yeah, and tell it to the ladies I coach hockey for. “You just can’t enjoy it on the same level as us boys.” Not a good idea. I love the fact that the NY Times doesn’t even manage to pick up on a fatal flaw in this study, which even Joystiq commenters notice: sample size. I INTERVIEWED more people in my dissertation research and my research is qualitative. They managed to examine only 22 people, 11 boys, and 11 girls, all, “young adults.” Not to mention that fMRI research is one of the most unproven areas of brain research.

Which instantly begs the question: Isn’t the brain a complex feedback driven device? Wouldn’t age and training impact this? How do young children differ from young adults and adults from young adults? How do the brains of self described “gamer girls” differ from those of the other young adults? Perhaps to be addressed in a future project, but state those limitations NOW.

This study really becomes an excuse for letting women and girls slip through the cracks. “They just don’t get it. Add more bouncing boobs!” Think I’m reading into this to much? Check out the lead researchers comments:

Science Daily - Video Games Activate Reward Regions Of Brain In Men More Than Women

The findings indicate, the researchers said, that successfully acquiring territory in a computer game format is more rewarding for men than for women. And Reiss [the lead researcher], for one, isn’t surprised. “I think it’s fair to say that males tend to be more intrinsically territorial,” he said. “It doesn’t take a genius to figure out who historically are the conquerors and tyrants of our species-they’re the males.”

Reiss said this research also suggests that males have neural circuitry that makes them more liable than women to feel rewarded by a computer game with a territorial component and then more motivated to continue game-playing behavior. Based on this, he said, it makes sense that males are more prone to getting hooked on video games than females.

However, the brain is a social organ. It’s “neural circuitry” is both biological and social. It’s circuitry is developed over time through experiences with an outside world. Yet, this argument falls back on a biological deterministic argument. Boys are just better wired for this. Go cook and gather girls. Women were flayed if they acted like boys when all the conquering was going on big guy.

What about girls and women who are raised in environments where it is OK to be competitive? I suspect there is a reason that the majority of the women on the USA Women’s Olympic Ice Hockey Team grew up with brothers that played hockey and parents that encouraged them to pursue it. Just this weekend my ladies had referees telling them that, “If they weren’t careful they might hurt themselves,” because they were skating too fast and playing too hard.

But, “science” says they just don’t get it, their neural circuitry isn’t right.

*sigh*

NY Times - “Patterns: A Video Game, an M.R.I. and What Men’s Brains Do”

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Monday, April 23, 2007

IT Work Sucks Time? Game Work is Worse...

So, thinking about diversity in the video game industry is important. Most people in the video game industry think it is important. While they might qualitatively have issues about encouraging women and minorities, what I think is interesting is that for the most part people haven't linked up the Quality of Life (QoL) discussion with this.

It's obvious, game companies by and large have very little in the way of HR or infrastructure, not to mention child care or many of the things that actively discourage women from getting into the field.

If more mature IT companies haven't managed to figure it out, I'd doubt that most game companies can figure it out.

The structural conditions of the game industry are something the I hope once I've finished with my dissertation, and hopefully made the conversion into a book that it becomes a new object of discussion.

Oddly all of this homebrew and access and ... frequently comes back to the fact that by and large the video game industry has actively disabled its own mechanisms for learning from their own mistakes. Combined with churn rates and nothing in the way of institutional memory, you're bound to repeat the mistakes of the past... over and over.

Gartner - Gartner Advises IT Leaders to Recognise Complementary Gender Strengths
"Psychologists tell us that women, on average, are better than men at building trust and collaboration that underlie relationships," said Mark Raskino, research vice president and Gartner fellow. "They excel at listening, in communications and social skills and in understanding other people's views. A battle of the sexes for the important emerging skills and roles in IT would be healthy, but it's typically such a male dominated function that there's not even an active debate."

Gartner said that chief information officers (CIOs) worldwide are increasingly focused on recruiting people who can build relationships across multiple stakeholders, cultures and orientations. However, it warned they risk failure in many global initiatives if they are not able to attract and retain talented women in their IT organisations. "CIOs currently don't seem to be aware that social networking systems, vendor and portfolio management, collaborative knowledge work and several other areas in IT would benefit from typically female capability traits," said Mr Raskino.

According to Kathy Harris, vice president and distinguished analyst at Gartner, businesses have traditionally focused on resolving gender diversity issues with a series of tools intended to get more women in business and management positions. "Most traditional programmes have looked to change the way people feel, their organisational culture or they have simply waited for women to catch-up. But it is next to impossible to change the way people feel or think and it takes years to change organisational culture. Most organisations have made little or no progress and most women will give up long before they catch up."

Ms Harris highlighted that as we are on the brink of a true global environment, diversity is not an ‘HR initiative' but an inherent factor in every exchange, conversation or meeting. This demands traits and capabilities that span established stereotypes, psychology and behaviours.

"The solution is to change the game. Given the ambitious business drivers ahead of them, businesses and IT organisations specifically can't afford to miss their objectives because they fail to attract half the talent base. Diversity is not common sense or an issue of policy; it's business survival," Ms Harris added.

Gartner concluded that IT organisations need to redevelop their capabilities and this requires the gender mix to change.


Computerworld - IT Managers Fear Growing Technical Gender Gap
Weary of answering late-night alerts and troubleshooting calls, Bethany King finally had enough. Six months ago, she closed the book on a 12-year stretch as an IT storage administration professional to become an IT auditor.

"I had a 14-year-old daughter that I didn't want to leave alone at 3 a.m.," said King, who was allowed to shift to the more flexible IT job at The Empire District Electric Co., a Joplin, Mo.-based electricity supplier.

"That really was one of the reasons I got out. I could've made it work, but it's just a choice that I made not to," she added, noting that her husband is a firefighter who works various shifts.
...
Some attendees noted that not only are women leaving such jobs, few are showing interest in joining the expanding profession.

The U.S. economy is expected to add 1.5 million IT jobs by 2012, according to Department of Labor statistics. At the same time, Stamford, Conn.-based research firm Gartner Inc. predicts that by 2012, 40% of women now in the IT workforce will move away from technical career paths to pursue more flexible business, functional, and research and development careers.
...
Dot Brunette, network and storage manager at Meijer Inc., a Grand Rapids, Mich.-based retailer and a 30-year IT veteran, said that women are tending to migrate out of IT-related storage jobs because of their long hours and the demands that users of such technology can place upon them.

"IT is very much a culture and it consumes a lot of time," said Brunette. "I think women in that regard are at a real disadvantage." She noted that companies can fail to attract female workers, or see them leave key IT jobs because they fail "to provide day care at work, or work-at-home options for someone who leaves to have a child."

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