@ottoman673 said:
@sdharrison said:
In socio political terms they're still considered a minority. Obviously that has changed radically since the 60s, but we're still teaching it.
I should've placed that term in quotations. Populous-wise they aren't a minority, but as for their prominence and appearance/use in strong roles in games, they definitely are.
If they weren't, Anita Sarkeesian wouldn't matter.
And this brings up a core point of her detractors.
Women are as much a minority in games as men are a minority in pop music, reality TV, or internet slash-fiction, or Facebook games, or VNs, or any piece of media that more women enjoy than men. No one believes that those need to change to be more inclusive to attract men, everyone assumes that men can make choices about what they like. Men aren't being left out by Justin Bieber's primary market being women, and no one is suggesting that Bieber change to be more into what men want (whatever that is). Because we accept men can make alterior choices and be into pop girls or rock music or dubstep or whatever. If your target is women, no one argues with you that you should be targeting men, because we assume men are capable of deciding what it is they like, and spending their money on it (thus allowing more of what they like to be created).
But this all breaks down when it comes to women, and I've never understood why. Why does any male-dominated audience or consumer market require more female presence, do female-dominated markets require more male presence? If you think so, that's fine, at least that's being fair, but I tend to lean that markets should be allowed to want whatever they want. I don't want "women's entertainment" to butch it up with cars and guns and whatever to attract me, I want them to do their thing for their audience. I don't care about the View or the Talk or whatever female-dominated talk program is ruling daytime TV... I don't want to watch it because it doesn't appeal to me... and they don't need to change what their audience wants in order to get me into their audience. Why doesn't this hold true in the reverse?
That's not even dealing with exactly what you would need to do to attract an audience who (according to what I've heard) isn't into what you're selling in the first place. How do you make these games 'women-friendly'? You'll hear the crowd shout a million different things; more women, less men, less violence, more emotions, less cars, more ... I don't know? Celebrities? I don't know. At the point when you've taken away the things that 'predominantly men' were willing to spend money on, aren't they just going to find an alternative that still has the men, the violence, the cars, the whatever it is that we think makes men like video games more than women? And then are you going to move the crusade over to the new thing that they like? Why?
I have no problem with those companies even deciding that yes, they do want to attract this new demographic for fun and profit. I just don't like it framed as an ethical question. I don't like the idea that making something to appeal for one demographic is an ethical good, while making it for a different demographic is an ethical failure. Because that just tells anyone in the second demographic that you're not the right kind of people.
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