The University of Southampton
University of Southampton Institutional Repository

Gender-Inclusivity Framework (GIF): A Conceptual Framework for Supporting Gender-Inclusivity in Games

Gender-Inclusivity Framework (GIF): A Conceptual Framework for Supporting Gender-Inclusivity in Games
Gender-Inclusivity Framework (GIF): A Conceptual Framework for Supporting Gender-Inclusivity in Games
Despite the dramatic growth of gender and games research, many challenges remain in designing a more gender inclusive game. This research addresses the problem of how to support gender-inclusivity in games by incorporating theories in games and gender. Existing research in games and gender tend to focus on finding out how each gender plays and their preferences in games. However, there is little evidence that researchers have approached the issue of gender inclusivity in games with the intent of building a cohesive understanding of gender inclusivity in games and the relationships that exist between the different dimensions and components. Consequently, the aim of this research is to develop an integrative conceptual framework that can support gender inclusivity in games. The development of the Gender Inclusivity Framework (GIF) aimed to understand the makeup of gender inclusivity in games, how to define gender inclusivity in games and measure the level of gender inclusiveness in games. Drawing upon established theories and prior research findings, the proposed framework suggests that gender inclusivity in games can be determined by 3 dimensions: (1) gameplay, which describes the game behaviour and include non-violent action (NVA), game support (GS), forgiving gameplay (FG), non-violent challenge (NVC), feedback system (FS), variety of activities (ACT), personalization (PER) and collaboration (COLL); (2) content, that relates to the aesthetics elements of a game and consists of character/avatar portrayal (AVP), game world graphics (GW), sound/music (SM) and storyline (STOR) and; (3) genre, which categorizes games into twelve broad genres: racing, simulation, classic/board, strategy, sports, shooting, role playing game, platform, children, puzzle/quiz, action and adventure. Each dimension in the framework is divided into individual components that can be modified or further investigated in future studies. Each component in combination describes the dimension in terms that can be measured and evaluated in empirical studies. Hence, the combination of dimensions and components used to construct the framework provide the description of gender-inclusivity in games, which in turn is expected to predict the degree of gender-inclusiveness in games. For educators, GIF allows the identification of gender-inclusivity components in games so informed decisions can be made on how to evaluate and choose appropriate games for classroom activities. For researchers, GIF provides a common framework in which to conceptualize their research and make it easier to see how individual variables fit into the larger picture. For game designers, GIF enables deconstruction of the concept of gender inclusivity in games into smaller, conceptually distinct and manageable component to guide the design of gender inclusivity in games.
Gender-Inclusive, Games Design, Gender-Neutral, Game Framework, Video Game, Design Guidelines
Ibrahim, Roziana
1b474cb2-7c25-47de-b449-308bde11c935
Ibrahim, Roziana
1b474cb2-7c25-47de-b449-308bde11c935

Ibrahim, Roziana (2011) Gender-Inclusivity Framework (GIF): A Conceptual Framework for Supporting Gender-Inclusivity in Games. 3rd International Conference on Education and New Learning Technologies, EDULEARN11, Barcelona, Spain. 04 - 06 Jul 2011. (Submitted)

Record type: Conference or Workshop Item (Poster)

Abstract

Despite the dramatic growth of gender and games research, many challenges remain in designing a more gender inclusive game. This research addresses the problem of how to support gender-inclusivity in games by incorporating theories in games and gender. Existing research in games and gender tend to focus on finding out how each gender plays and their preferences in games. However, there is little evidence that researchers have approached the issue of gender inclusivity in games with the intent of building a cohesive understanding of gender inclusivity in games and the relationships that exist between the different dimensions and components. Consequently, the aim of this research is to develop an integrative conceptual framework that can support gender inclusivity in games. The development of the Gender Inclusivity Framework (GIF) aimed to understand the makeup of gender inclusivity in games, how to define gender inclusivity in games and measure the level of gender inclusiveness in games. Drawing upon established theories and prior research findings, the proposed framework suggests that gender inclusivity in games can be determined by 3 dimensions: (1) gameplay, which describes the game behaviour and include non-violent action (NVA), game support (GS), forgiving gameplay (FG), non-violent challenge (NVC), feedback system (FS), variety of activities (ACT), personalization (PER) and collaboration (COLL); (2) content, that relates to the aesthetics elements of a game and consists of character/avatar portrayal (AVP), game world graphics (GW), sound/music (SM) and storyline (STOR) and; (3) genre, which categorizes games into twelve broad genres: racing, simulation, classic/board, strategy, sports, shooting, role playing game, platform, children, puzzle/quiz, action and adventure. Each dimension in the framework is divided into individual components that can be modified or further investigated in future studies. Each component in combination describes the dimension in terms that can be measured and evaluated in empirical studies. Hence, the combination of dimensions and components used to construct the framework provide the description of gender-inclusivity in games, which in turn is expected to predict the degree of gender-inclusiveness in games. For educators, GIF allows the identification of gender-inclusivity components in games so informed decisions can be made on how to evaluate and choose appropriate games for classroom activities. For researchers, GIF provides a common framework in which to conceptualize their research and make it easier to see how individual variables fit into the larger picture. For game designers, GIF enables deconstruction of the concept of gender inclusivity in games into smaller, conceptually distinct and manageable component to guide the design of gender inclusivity in games.

Text
GJP8303-GenderInclusivityFramework.pdf - Other
Download (2MB)
Text
EDULEARN11-GIF.pdf - Author's Original
Download (47kB)

More information

Submitted date: 4 July 2011
Additional Information: Event Dates: 4th - 6th July 2011
Venue - Dates: 3rd International Conference on Education and New Learning Technologies, EDULEARN11, Barcelona, Spain, 2011-07-04 - 2011-07-06
Keywords: Gender-Inclusive, Games Design, Gender-Neutral, Game Framework, Video Game, Design Guidelines
Organisations: Electronic & Software Systems

Identifiers

Local EPrints ID: 271669
URI: http://eprints.soton.ac.uk/id/eprint/271669
PURE UUID: d54c2cc0-a911-47e9-bb1f-3478ad98741b

Catalogue record

Date deposited: 02 Nov 2010 17:25
Last modified: 14 Mar 2024 09:37

Export record

Contributors

Author: Roziana Ibrahim

Download statistics

Downloads from ePrints over the past year. Other digital versions may also be available to download e.g. from the publisher's website.

View more statistics

Atom RSS 1.0 RSS 2.0

Contact ePrints Soton: eprints@soton.ac.uk

ePrints Soton supports OAI 2.0 with a base URL of http://eprints.soton.ac.uk/cgi/oai2

This repository has been built using EPrints software, developed at the University of Southampton, but available to everyone to use.

We use cookies to ensure that we give you the best experience on our website. If you continue without changing your settings, we will assume that you are happy to receive cookies on the University of Southampton website.

×