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144 Boiano, Borda, Bowen, Faulkner, Gaia, & McDaid<br />

with a selection of women gamers who indicated that favourite titles include “role<br />

playing” games like the Final Fantasy series/Square Enix, narrative adventures like<br />

Legend of Zelda/Nintendo, and life simulations like The Sims/EA/Maxis (Krotoski,<br />

2004).<br />

Female gaming Web sites provide an additional channel for this interaction to<br />

be translated with the submission of gamers’ own created and customized avatar<br />

images, articles, online discussions, and Web logs. In the August 2005 edition of<br />

WomenGamers, for example, gamers were invited to rank the top female avatars in<br />

online and computer games on the market, and for the same month in GameGirlAdvance,<br />

there was a debate on types of combat that may or may not be acceptable<br />

to young adult gamers.<br />

Such communication tools assist further in the development of strong female identity<br />

through community dialogue, and can substitute for the absence, in real game play,<br />

of equivalent, strong, female models or roles. Similarly, they permit users to take on<br />

an avatar (their own or others) and make sense of it through a variety of social and<br />

personal “stories” beyond the gaming environment. Again, the option for anonymity<br />

and the nature of interactive Web facilities (e.g., chat rooms) allow users to meet<br />

relatively independently, and to retain a given social identity in the process.<br />

An elementary design principle shared in both GameGirlAdvance (Pinckard, 2003)<br />

and WomenGamers is the importance of identifying and defining the target audience<br />

and their interests, capabilities, and contexts of use of the Web site, and not<br />

least, the incorporation of appropriate tools to support this (Sørensen, 2004). Here,<br />

of course, it must be remembered that the female gamer audience is not a fixed<br />

or universal category, but can be highly variable with respect to its genres of play<br />

and/or technical interests or capabilities (Cherney & Weise, 1996; Groppe, 2001;<br />

Taylor, 2004).<br />

Therefore, the presentation layer should equally identify, and take account of, the<br />

issues of relevance and interest of its target audiences (Culp & Honey, 2002). The<br />

range (genres) of content or sets of functions/applications must be designed to appeal<br />

to the spectrum of interests of the female gamers being targeted (Ray, 2003).<br />

The use of up-to-date news columns, articles by a mix of well-known gamers and<br />

member contributors, and real-time communication tools on the Web sites would<br />

appear to fulfil some of these broad requirements.<br />

With regard to the overall interface design, the principle of “less is more” has been<br />

adopted by the two women gaming sites in question, to a certain extent. The design<br />

of the entry points or interfaces immediately seeks to do two things to optimize<br />

social interaction and identity: (1) at the presentation layer, enable community<br />

identification by active use of associative images and text and (2) at the task layer,<br />

enable participation among the targeted groups through prominent discussion areas.<br />

There is also the inclusion of a platform approach to the access and use of other<br />

applications and functions, including online channels for exchanges between users<br />

Copyright © 2007, Idea Group Inc. Copying or distributing in print or electronic forms without written permission of<br />

Idea Group Inc. is prohibited.

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