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	<title>Comments on: Girls and Gaming Conference (UCLA)</title>
	<link>http://writerresponsetheory.org/wordpress/2006/05/10/girls-and-gaming-conference-ucla/</link>
	<description>a blog and podcast dedicated to discussing text arts forms</description>
	<pubDate>Tue, 22 May 2012 23:10:52 +0000</pubDate>
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	 <copyright>Writer Response Theory 2004-2005</copyright>
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   <itunes:category text="Arts &amp; Entertainment" ><itunes:category text="Entertainment" />
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    <itunes:subtitle>Comment-cast: Girls and Gaming Conference (UCLA)</itunes:subtitle>
    <itunes:summary>Comment-cast: Girls and Gaming Conference (UCLA)</itunes:summary>
    
    <itunes:author>Writer Response Theory</itunes:author>    
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        <itunes:name>Writer Response Theory</itunes:name>
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		<title>by: WRT: Writer Response Theory &#187; Blog Archive &#187; UCLA &#8212; University Profile</title>
		<link>http://writerresponsetheory.org/wordpress/2006/05/10/girls-and-gaming-conference-ucla/#comment-7708</link>
		<pubDate>Tue, 16 May 2006 06:46:04 +0000</pubDate>
		<guid>http://writerresponsetheory.org/wordpress/2006/05/10/girls-and-gaming-conference-ucla/#comment-7708</guid>
					<description>[...] Electronic Literature Speaker Series: In 2003-2004, ELO, UCLA, and the Hammer Museum teamed up to bring the yearlong reading series &amp;#8220;HyperText: Explorations in Electronic Literature&amp;#8221; to the Hammer Museum.  Also, see recent conference on Girls and Gaming.   [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] Electronic Literature Speaker Series: In 2003-2004, ELO, UCLA, and the Hammer Museum teamed up to bring the yearlong reading series &#8220;HyperText: Explorations in Electronic Literature&#8221; to the Hammer Museum.  Also, see recent conference on Girls and Gaming.   [&#8230;]
</p>
]]></content:encoded>
			                <itunes:author>WRT: Writer Response Theory &#187; Blog Archive &#187; UCLA &#8212; University Profile</itunes:author>
        <itunes:subtitle>[...] Electronic Literature Speaker Series: In 2003-2004, ELO, UCLA, and the Hammer Museum teamed up to bring the yearlong reading ...</itunes:subtitle>
        <itunes:summary>[...] Electronic Literature Speaker Series: In 2003-2004, ELO, UCLA, and the Hammer Museum teamed up to bring the yearlong reading ...</itunes:summary>
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		<title>by: Jeremy Douglass</title>
		<link>http://writerresponsetheory.org/wordpress/2006/05/10/girls-and-gaming-conference-ucla/#comment-7608</link>
		<pubDate>Fri, 12 May 2006 22:08:37 +0000</pubDate>
		<guid>http://writerresponsetheory.org/wordpress/2006/05/10/girls-and-gaming-conference-ucla/#comment-7608</guid>
					<description>delicatessen is probably trolling, but asking where they get these numbers is a good question, and worth a brief reply.

Female gamer groups and researchers are sometimes accused of living in an ivory tower of gender balance, as if they generated statistics based on chatting within their bubble of friends. However the most commonly cited statistics that I'm aware of (disclaimer: I am not a female gaming researcher) come from the &lt;a href=&quot;&lt;a href=&quot;http://en.wikipedia.org/wiki/Entertainment_Software_Association&quot; rel=&quot;nofollow&quot;&gt;Entertainment Software Association&lt;/a&gt; or ESA (formerly the IDSA), with members including Activision, Atari, Capcom, id, Microsoft, Nintendo, and Sony, among many others.

ESA is not a female-gamer issues group. It is an industry group focused on a multi-billion dollar marketplace. Before they publish &lt;a href=&quot;http://www.theesa.com/facts/gamer_data.php&quot; rel=&quot;nofollow&quot;&gt;gamer data&lt;/a&gt; saying that &lt;a href=&quot;http://www.theesa.com/facts/top_10_facts.php&quot; rel=&quot;nofollow&quot;&gt;43% of video and computer gamers are female&lt;/a&gt;, they commission the study from a &lt;a href=&quot;http://www.hartresearch.com/about/&quot; rel=&quot;nofollow&quot;&gt;professional researcher firm&lt;/a&gt;, because the numbers are vital - not just for publicity but to marketing and development strategy.

This does not mean that these numbers are immune from critique and should not be subject to analysis and debate. It does however mean that calling the best guess of an extremely experienced industry &quot;a magic bag&quot; is inappropriate.

Industry figures will continue to collected, and the results will continue to be cited, by &lt;a href=&quot;http://www.womengamers.com/articles/whywg.php&quot; rel=&quot;nofollow&quot;&gt;women gaming groups&lt;/a&gt;, by &lt;a href=&quot;http://www.microsoft.com/windowsxp/using/games/learnmore/womeningames.mspx&quot; rel=&quot;nofollow&quot;&gt;professional cyberathletes&lt;/a&gt;, and by &lt;a href=&quot;http://www.gseis.ucla.edu/~conferences/ggconference.htm&quot; rel=&quot;nofollow&quot;&gt;academic conferences&lt;/a&gt;. Unless you are basing your downward revision on something other than a gut instinct, nobody is going to take you very seriously.</description>
		<content:encoded><![CDATA[<p>delicatessen is probably trolling, but asking where they get these numbers is a good question, and worth a brief reply.</p>
<p>Female gamer groups and researchers are sometimes accused of living in an ivory tower of gender balance, as if they generated statistics based on chatting within their bubble of friends. However the most commonly cited statistics that I&#8217;m aware of (disclaimer: I am not a female gaming researcher) come from the <a href="<a href="http://en.wikipedia.org/wiki/Entertainment_Software_Association" rel="nofollow">Entertainment Software Association</a> or ESA (formerly the IDSA), with members including Activision, Atari, Capcom, id, Microsoft, Nintendo, and Sony, among many others.</p>
<p>ESA is not a female-gamer issues group. It is an industry group focused on a multi-billion dollar marketplace. Before they publish <a href="http://www.theesa.com/facts/gamer_data.php" rel="nofollow">gamer data</a> saying that <a href="http://www.theesa.com/facts/top_10_facts.php" rel="nofollow">43% of video and computer gamers are female</a>, they commission the study from a <a href="http://www.hartresearch.com/about/" rel="nofollow">professional researcher firm</a>, because the numbers are vital - not just for publicity but to marketing and development strategy.</p>
<p>This does not mean that these numbers are immune from critique and should not be subject to analysis and debate. It does however mean that calling the best guess of an extremely experienced industry &#8220;a magic bag&#8221; is inappropriate.</p>
<p>Industry figures will continue to collected, and the results will continue to be cited, by <a href="http://www.womengamers.com/articles/whywg.php" rel="nofollow">women gaming groups</a>, by <a href="http://www.microsoft.com/windowsxp/using/games/learnmore/womeningames.mspx" rel="nofollow">professional cyberathletes</a>, and by <a href="http://www.gseis.ucla.edu/~conferences/ggconference.htm" rel="nofollow">academic conferences</a>. Unless you are basing your downward revision on something other than a gut instinct, nobody is going to take you very seriously.
</p>
]]></content:encoded>
			                <itunes:author>Jeremy Douglass</itunes:author>
        <itunes:subtitle>delicatessen is probably trolling, but asking where they get these numbers is a good question, and worth a brief reply.

Female ...</itunes:subtitle>
        <itunes:summary>delicatessen is probably trolling, but asking where they get these numbers is a good question, and worth a brief reply.

Female ...</itunes:summary>
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	<item>
		<title>by: delicatessen</title>
		<link>http://writerresponsetheory.org/wordpress/2006/05/10/girls-and-gaming-conference-ucla/#comment-7603</link>
		<pubDate>Fri, 12 May 2006 18:34:22 +0000</pubDate>
		<guid>http://writerresponsetheory.org/wordpress/2006/05/10/girls-and-gaming-conference-ucla/#comment-7603</guid>
					<description>well, as per every other &quot;girls in gaming&quot; academic conference there is, we see a bunch of academic gobbledygook by girls who have a very SKEWED perception of the involvement of girls in gaming.  all one needs to do is look at the sales numbers for games of any type to see how much girls are involved.  and based on those sales numbers, what do we find out?: GIRLS DON'T PLAY GAMES.  gee, what a shock.  oh, and these statistics - &quot;40% of girls are gamers, 70% of girls are 'casual gamers' &quot; - i have to tell you, when i saw these, i nearly fell out of my chair laughing.  i don't know where they get such ridiculous numbers from...maybe out of a magic bag or something, because they sure aren't legit.  try revising your estimates downward, by say oh...75% to 88%.</description>
		<content:encoded><![CDATA[<p>well, as per every other &#8220;girls in gaming&#8221; academic conference there is, we see a bunch of academic gobbledygook by girls who have a very SKEWED perception of the involvement of girls in gaming.  all one needs to do is look at the sales numbers for games of any type to see how much girls are involved.  and based on those sales numbers, what do we find out?: GIRLS DON&#8217;T PLAY GAMES.  gee, what a shock.  oh, and these statistics - &#8220;40% of girls are gamers, 70% of girls are &#8216;casual gamers&#8217; &#8221; - i have to tell you, when i saw these, i nearly fell out of my chair laughing.  i don&#8217;t know where they get such ridiculous numbers from&#8230;maybe out of a magic bag or something, because they sure aren&#8217;t legit.  try revising your estimates downward, by say oh&#8230;75% to 88%.
</p>
]]></content:encoded>
			                <itunes:author>delicatessen</itunes:author>
        <itunes:subtitle>well, as per every other "girls in gaming" academic conference there is, we see a bunch of academic gobbledygook by ...</itunes:subtitle>
        <itunes:summary>well, as per every other "girls in gaming" academic conference there is, we see a bunch of academic gobbledygook by ...</itunes:summary>
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