Ready Player Two: Women Gamers and Designed Identity by Shira Chess examines the relationship between female gamers and the industry of which they make up 50% of the audience, but are still massively underrepresented. Chess creates the ‘Player Two’ character to represent the white, middle class, heterosexual able woman that the industry markets the few female intended games they create to, and she examines how cultural gender stereotypes impact game design and culture.
The novel was originally written as a paper for the media critics PHD thesis, so the book is quite academic and more suited to students or specialist reading, rather than the average reader - however, I believe anyone interested in feminism or games would enjoy this book.
She splits her novel into five chapters, each detailing how feminised games are marketed to women while examining how women play these games in comparison to male users. These chapters include: identity, time management, emotional response, consumption and bodies. Chess studies how games contribute to female stereotypes and how in turn, these gender performance expectations impact gaming culture and design. In this book she examines popular adverts for female intended games and consoles such as the Wii and the Nintendo DS and the adverts which promoted these. She goes into great detail discussing games such as diner dash and Kim kardashian to support her claims, mentioning lots of recognisable and popular titles of which I was surprised to see how many of them I had played. Although these games entertain and fulfil some of the desires women have, they also enforce and contribute to the damaging narrative which women are expected to adhere their lives too. I was most interested in Chess’s discussion of time and time management, discussing how women have less leisure time in the home than their male counterparts. Although males typically game for hours at a time, women only have brief moments of leisure, so their games need to be able to be played in short bursts. I also took a great interest in her investigation into the language game designers use, how words such as mania, hysteria, dash and rush are often used in titles - recognisable language for women. Additionally, I was very interested in the consumption and expected woman consumer role which designers expect from Player Ready Two.
Although women were not the intended target audience that the industry imagined, now that they make up 50% of players, designers are still struggling to create a variety of games which appeal to us. Chess argues that both gamers and game designers need to rethink their practices to create better games and change the toxic male culture surrounding game playing.