![]() Therefore, it is hard to say whether females were gaming as soon as home consoles became more common in spite of the games available, or does females’ gaming participation have some other affecting issues. Mortal Kombat’s fights with hidden fatalities were very popular at least among gamers overall, but there aren’t any statistics about the gender of the players from the early 1990s. The success of the more violent version of Mortal Kombat can be seen as a clear indication of demand among home audience. It is very hard to learn new things without any motivation, so games should be as interesting to females as they are to males.Īfter rise and fall of the console business, an arcade game called Mortal Kombat was translated to home console in 1993 and especially the uncensored version of the game was an immediate success. The development of game industry has been fast, therefore society would probably be partially divided in two if females were not interested in games at all. Playing games improves both technological skills and courage to use technology, but usually it also gives the opportunity for example to learn English in addition to school, movies and TV shows. ![]() In the 1990s, the debate about games from a gender perspective was characterized by the idea that females are “forced” to start playing games in order to have the access to the same knowledge and skills that males have. At the beginning of development the game industry lost a large number of potential consumers when girls and women were not properly taken into account. Because of the masculine nature of games, their contents and even the equipment has been mostly filled with masculine themes and approaches. Gaming culture is seen traditionally very masculine, as well as computers and technology in general.
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