LudoScience

How to take into account the female public with a Serious Game? Julian Alvarez, Olivier Rampnoux, Caroline Jarnole - 2007

Informations

Support : Conférences
Author(s) : Julian Alvarez, Olivier Rampnoux, Caroline Jarnole
Editor : Is gender an issue in ALE, 7th International ALE Workshop, INSA Toulouse
Date : 2007
Lang : Lang


Description

Video documentary which illustated this debate

 
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” 
The idea is to stimulate debate and co-construct solutions. 


Keywords : Serious Game, Game Design, Pedagogy, Equal opportunities, Project-based learning, Female audience, Serious Game Design