The aim of this presentation is to examine whether the use of Serious Games is a potential source of inequality for female students. In 2009, 61% of boys played video games, compared with 39% of girls. What's more, the video game industry employs a minority of women as game designers (5%). Against this backdrop, what solutions can be applied in higher education to put female and male learners on an equal footing? A pedagogical approach that puts girls at the heart of serious games creation is presented in a video entitled "
Boys meet girls around Serious Games”