SAN FRANCISCO - Tara
Teich enjoys nothing more than slipping into the role of a female video
game character. But the 26-year-old software programmer gets annoyed by
the appearance of such digital alter egos as the busty tomb raider Lara
Croft or the belly-baring Wu the Lotus Blossom of "Jade Empire."
Don't even get her started on the thong-bikini babes that the male
gunmen win as prizes in "Grand Theft Auto," which was sent to stores
with hidden sex scenes left embedded on the discs by programmers.
Rockstar Games belatedly took responsibility for the scenes this
week after the industry's ratings board re-rated the game "Adults Only."
"I wish they were wearing more clothes," says Teich, a lifelong game
enthusiast who now helps create games. Why, she asks, must women in
video games always look like Las Vegas show girls?
Tammy Yap, a game programmer for six years, once asked that of a
colleague - after all, the skimpy clothing and exaggerated body parts
might offend some women, she told him. His response: "What difference
does it make? Women don't play video games."
The data on who plays games are actually quite consistent - men
account for 70 percent of the players of games written for consoles
(such as Xbox and PlayStation2), says Schelley Olhava, an analyst with
the research group IDC. "Those numbers have changed little in the past
seven years," she says.
Women could be a rich area for growth - if the $10 billion video
game industry figures out what games they want. But their point of view
often goes unheard.
"There's no question that we need more diversity," says Jason Della
Rocca, executive director of the International Game Developers
Association. "We're saying that we need to grow the business and
broaden the audience and yet the game creators are still mostly young
white males."
It's not just about good intentions.
The decision by the Entertainment Software Rating Board to require
an "Adults Only" rating for "Grand Theft Auto: San Andreas" could cost
Take-Two Interactive Software Inc., Rockstar's parent company, more
than $50 million this quarter alone, Take-Two said.
Controversy over the amount of sex and violence in video games has
raged for years. With games rated "M" for mature proving to be reliable
top sellers, the industry has become synonymous with blood-spattered
shootouts and voluptuous vixens. With such a reputation, it isn't easy
to attract female job candidates, insiders say.
While Olhava says 10 percent of all software engineers in the
technology industry are women, that figure is just 4 percent in the
video game field, according to Della Rocca.
"I've never worked with another woman programmer," says Yap, 28, who
has been at three companies in six years. She likes her male co-workers
at Midway Home Entertainment Inc. in San Diego, but "sometimes it gets
lonely."
Video game companies may remain a man's world for years to come.
In May, the University of Derby in Great Britain launched a game-programming course with financial backing from Microsoft Corp.
All 106 applicants were male. And at the University of Southern
California's school of engineering, it's not unusual to see classes in
video game programming without a single female student, says Anthony
Borquez, director of education for USC's Integrated Media Systems
Center.
"The perception is that video games are just shoot-em-ups with
half-naked women running around," Borquez says. "A lot of women think
that there isn't much video game content for them."
Marketing efforts by the software companies seem to reinforce that perception, Yap says.
"Game magazines have women wearing bikinis on the cover," she says.
"They are obviously targeting men. There's nothing wrong with that, but
that approach isn't going to attract many women."
Born in Singapore, Yap began writing software code at the age of 10,
and grew up playing games from a more innocent era, such as Lode
Runner, Burger Time and Pac-Man.
After graduating from the Massachusetts Institute of Technology, she
was approached by several large game makers but thought of getting out
of the business. Being the only woman in her department made her
self-conscious.
"Sometimes I felt like I had to prove myself," she says.
Says Teich, who works for Mad Doc Software LLC in Lawrence, Mass.:
"I think you need a certain temperament. In some ways you are in a
guys' club ... you've got to be able to take your share of joking."
Teich and Yap say the industry doesn't have to be so male-oriented.
They cite the success of "The Sims," a decidedly nonviolent
role-playing game, as proof that tapping into the women's market means
big bucks.
Redwood City, Calif.-based Electronic Arts Inc. has sold more than
54 million units of the Sims, generating more than $1 billion in sales
since it launched in 2000. It's the best-selling PC game of all time,
and about 55 percent of the buyers were women, says EA spokeswoman
Tammy Schachter.
She also notes that there were more women on the Sims' development team than on most of EA's video games.
There are signs that companies are trying harder. The game
developers' association holds seminars to discuss the issues of female
recruitment and retention. Electronic Arts, which endowed a chair at
USC for the study of interactive entertainment in February, sponsors a
scholarship for female high school students to attend a computer
programming camp at the school.
Last year, the summer camp failed to attract a single female. This year, eight of the 28 students are young women.
"We're definitely very motivated to find more ways to get women into
the industry," Schachter says. "This is part of a plan to build out the
talent pipeline over the long term. This is not something we can solve
overnight."