What variables make a game popular with players, and do boys and girls choose different types of games? Design a survey-based science project this summer and do some statistical analysis of the data you gather. Your results might be eye opening and informative in terms of game design, the gaming industry, and what works and what doesn't depending on the audience.
There are only three girls, as far as I know, in the clan in one of my current favorite games. With a staggering more than seventy-five thousand clans floating around in the game, and hundreds of thousands of players around the world, clan members come and go. A few other self-identified female players have pitstopped in our clan before moving on, but three of us have been clan members for a long time and seem to be staying—three out of a clan that typically weighs in right around the max of fifty players.
That simple statistic—3 out of 50—seems revealing. It seems to support gender stereotypes about who plays video games. But there are other variables to consider. Age and location, for example, throw a possible wrench into the picture. Our clan is global. Twenty-four hours a day there are people in our clan online from all around the world, and there are players of all ages, a strong mix, in fact, of adults, teens, and even younger players. How old might you guess the three girls are? Where do they live? Do age and location have anything to do with which games boys and girls play?!-- end sidebar -->In other games I play, the balance of male to female players appears more equal or, in some cases, maybe tilted to the "more girls" side. Who plays Words with Friends? Who plays Candy Crush? Who plays Hay Day or Farmville? Who plays Infinity Blade? Who plays Final Fantasy or Elder Scrolls? Who plays Temple Run or Subway Surfer? Who plays Minecraft or Wizard 101? Who plays Pokémon, Zelda, Uncharted, or Assasin's Creed?
Or maybe we need to step back and ask, what kinds of games are those listed above—and does that have anything to do with who plays them?
Games, Games, Everywhere
As an adult gamer, "who plays games" and "what games do they play" is an interesting social puzzle. As a parent of kids who also play video games, I find the gender dynamics fascinating. After all, kids today are kids growing up in an age saturated with video games, mobile apps, social media, and an always-on, always-connected, pervasive tech-based lifestyle and social reality.
I often ask my teen "do any of the girls you know play video games?" While most of the boys he knows do play video games, Minecraft, Terraria, and phone-based games like Clash of Clans topping the list in current popularity, his sense is that most of the girls do not. The ones that do appear to be on the fringe.
It can't be that clear cut. Or can it?
Is it really true that video gamers are still, by and large, male? Or is that stereotype outdated, wrong, and a real misreading of today's gaming scene? What does the type (or genre) of game have to do with the numbers of males and females who play? What trends can be found in different age groups, and how do those age groups compare to one another when you look at gender demographics?
These are great questions for a gamer to ask, and a clever gamer can turn questions like these into a really cool science project that does a study of human behavior, social trends, and the video gaming industry—and opens up opportunities for doing some impressive statistical analysis of the results.
Surveying the Gaming Scene
The Do Males and Females Play the Same Types of Games? science project offers a framework for designing and conducting a survey of gamers to see if girls and boys differ in the genre of games they choose.
With summer break here, you could do a social-media or text-based campaign to get friends (and their friends) involved in answering your survey. (While the project outlines a traditional paper-based survey, you might want to set up an electronic survey instead and run it through your social streams to cast a really broad net for responders. The more people who take the survey, the more data you have to help support your findings!)
Before you get started, be sure and really look at the games that are on top of the charts today. (Make sure you keep a list of your sources and the dates since top game lists change frequently.) What categories or genres of games do you want to ask about? The list of genres and example games in the project helps get you started, but you will want to spend time editing and adding to the list to make it really fit today's gaming scene. You might also want to create additional categories to study different platforms and the subcategories of games that appear on each platform. You may find that you want to ask about genres (as the project shows) but that you also want to ask about a bunch of specific games, since some games cross genre boundaries or defy easy classification.
There are lots of ways to customize and personalize a study like this, but summer is a great time to get started. You may be surprised at what you learn about gaming, gender, game genres, platforms and devices, and how people of different ages approach gaming. With a bit of data crunching down the road, you could crank out a large portion of next year's science fair project without leaving the couch this summer. (If you are thinking that far ahead, it might not hurt to drop your teacher an email first and let her know you are tackling a summer science survey that you hope to turn into your science fair project.)
We do advocate leaving the couch, but this kind of study makes it easy to combine something you love with something that can really shine a light on social trends. Not only can a project like this give you better insight into gaming and the personality and profile of gamers, but this kind of data is also critical for aspiring video game designers and developers. The more you understand people who play games, the better you can develop successful games that attract thousands and thousands of players and fans. (For a related science project that compares gamer stereotypes to real gamers, see Gamers: Myth or Man?.)
We would love to see the survey you create and hear about your experience with the project!
Note: assumptions above about the number of boys vs. girls in games the author plays are based on guessing from user names or avatar photos or based on things said during in-game conversations. Many players do use ambiguous names or adopt a different identity during game play.