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Creating virtual worlds for 'game boys' and girls is big business
Creating virtual worlds for 'game boys' and girls is big business
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Creating virtual worlds for 'game boys' and girls is big business
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Creating virtual worlds for 'game boys' and girls is big business
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Creating virtual worlds for 'game boys' and girls is big business
Creating virtual worlds for 'game boys' and girls is big business
Newspaper Article

Creating virtual worlds for 'game boys' and girls is big business

2011
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Overview
While hundreds of women and girls are hooked on such console shoot-em-ups as Halo and Call of Duty, \"we're not concentrating on building games for those gals,\" says [Brenda Bailey Gershkovitch], \"because they've figured out what they want.\" \"Kate (the game's protagonist) was going to be this young, funky social worker who cared a lot about teenagers and really wanted to help people. I thought she was a really cool character. But when we tested her with the kids, they weren't into it. They'd say, 'Oh, she's an authority figure. Don't like her, don't want her.'\" In other words, says [Kirsten Forbes], inclusiveness is key. \"At the very least, guys, don't piss them off. Don't actively exclude them. Don't give them avatars ... whose waists are the size of their neck.\"
Publisher
Torstar Syndication Services, a Division of Toronto Star Newspapers Limited