A: Tell us about WomenWise.
It broke my heart during Gems of Darkness that it was next to impossible to find women to put on the development team. I searched high and low for artists, animators, programmers and out of hundreds of resumes only found one really qualified woman who I hired for quality control and testing.
Software games, like the "knowledge economy" of this decade has created a demand for new skills and new jobs. Yet despite appeals for the need to bring more WOMEN into this workforce, women represent fewer than one in three positions in the I.T. work sector and female students enrolled in I.T. studies is actually on the decline.
And for women already in the workforce, those over age 30 have had very little if any formal computer training in school or on-the-job.
My own first hand experience, and research tells me that women MUST be encouraged to become involved in computer communications and technology for everyone's sake, including our economy.
One way is to bring technology into the home and leisure markets in an entertaining, non-intimidating and enjoyable way.
That's the premise for Women Wise. Upcoming WomenWise titles will feature topical themes including: health and wellness, nutrition, fun titles on international spas and retreats, aromatheraphy, Feung Shui, in addition to other non-violent entertainment properties. All titles will incorporate the latest research into interface design, story/character creation and visual treatments that appeal specifically to women.
Q: When did you first recognize the need for games targeting women?
A: Because so many men started this business, and have been heavily involved in the technological areas, we have always seen titles aimed at what marketers call the traditional, 30 year old male gamer.
So what about the rest of us?! Only recently has the market shifted to what the industry calls the "casual gamer" which statistically is still top heavy on the male side.
In my research and business development for Women Wise, I surveyed almost 3,000 women, half of which came from a game publisher's data base. When I asked for titles of games women like to play, I cringed when I read that 60 percent named Solitaire! (Ok, I play too, but really…)
I sent formal questions, but women started writing me pages as to what they wanted to see, how they would spend their money, what other software they were interested in etc. I was overwhelmed with email, suggestions, positive feedback and good wishes. I'm still writing thank you notes!
Women do WANT software titles of all kinds, but said to me loud and clear, it's not there!
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