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  • Essay / The gaming industry should cater to women - 2764

    As soon as the gaming world pressed the start button on their business, they never stopped playing. Like any video game, they pass major checkpoints and beat levels. From Pac-Man with joysticks to Angry Birds on iPads, the video game industry has a consistent history of success. Today, everyone knows someone who plays or has played a video game. New games and game consoles are constantly being announced and released. They are even an entertaining method to keep people up to date with developments in technology. According to psychology professor Melissa Terlecki, "involvement and experience with current computer technologies...is important in enabling both men and women...Because computer video games provide a seamless introduction to the technological age, those who do not play may be at a disadvantage. However, as the industry has become more and more successful, its target audience has become narrower. As boys played their games more often, the industry began to focus on its male buyers. Games were made that made men the dominant characters and ignored women. However, the industries failed to realize that by doing this, they were losing a huge part of their business: female gamers. This did more harm than good to the industry's economy. Sexism in video games is a widespread and economically damaging problem because it alienates female gamers from the video game industry. Many vintage video games had female protagonists who were financially successful without having to be sexualized. The very first video games appeared in the 1950s, but the industry itself began in 1971 and developed its first successful games, such as the ever-popular Space Invaders. This was a huge start to the prosperous period of the industry o...... middle of paper ...... Yasmin B. Kafai et al. Np: MIT P, 2011. 5-7. Literary reference center. Internet. November 12, 2013. Salter, Anastasia and Bridget Blodgett. “Hypermasculinity and Dickwolves: The Controversial Role of Women in the New Gaming Audience.” Journal of Broadcasting and Electronic Media 56.3 (2012): 401-16. EBSCO eBook Collection. Internet. November 11, 2013. Terlecki, Melissa et al. “Sex Differences and Similarities in Video Game Experience, Preferences, and Self-Efficacy: Implications for the Video Game Industry.” Current Psychology 30.1 (2011): 22-33. Rep. in Current Philosophy. Np: np, nd N. pag. EBSCO eBook Collection. Internet. November 11, 2013. Williams, Mike. "$14.8 Billion Spent on Gaming in US Last Year, Says NPD" Gaming Industry. Np, and Web. December 17, 2013. Worley, Joyce. “Women are joining the Arcade revolution.” Electronic games magazine May 1982: n. page. Archive. Internet. December 17. 2013.