Directly related to my professional life, but not so much here.
Some of you know I have been and continue to be involved in online gaming as an owner/developer since 2002 with Sanctum CCG.
There has been much discussion regarding the user experience in relation to actual human relations - including and never excluding any and all possible relations and gender identities.
In fact, I recently included this thread into a gender relationships think tank discussion with my peer/mentor group. These are folks who create games, run gaming companies, created dropbox, started virtual commodities, teach masters level human relations and psychology, work for various world governments in military/government data security, etc et al. A pantheon of experience that I've been allowed to journey, learn, and grow with that far exceeds my actual abilities.
Moving forward:
The demand from the gaming community for any level of relationship based content enhancement to their and within prospective gaming environs, ranges from the simple - see the inclusion of female athletes in a sports game above - to in depth simulated human relationships (with the "s/he's just not into you" being pushed into obsoletion due to the profits to be had among consumers ages 18-25).
What a big, right hand you have. ;) Well, left these days. Mouses LMAO.
Unsurprisingly, a non-winnable relationship is the last option in relation to user satisfaction (Yea I see the puns).
Not surprisingly, users overwhelmingly prefer a winnable conquest - be it a football field, a false world, or a real life relationship.
Thus, the resistance to an inclusive gaming environment - in a really dumbed down nutshell.
I won't bother with the political influences and how impossible US politics have made feild gender coding -even for *** specific games (all of which are conquest related) - impossible for even the very best of "virtual relationship engineers."
The inclusion of a simple M/F identifier - especially within the constructs of MFN - are easily achieved.
I pointed to this in 2020 regarding the lack of AI generated player names with a female orientation.
The OG poster just took the idea of inclusion a step further into imaginary box scores and play recitals.
Frankly, from a coding perspective, inclusion is enough, inserting pronouns into AI generated statements is actually a real *****, with no "winnable" situation.
Pardon the expression ;)
There are a lot of persons with invaluable experience walking away from the field because of the landmines involved.
Can't beat - or in this case - outcode *** based predujices. Especially when what is desired is often the opposite of what is community displayed.
Including Female names into the player generated name pool is easy peasy, coding the statement reminders for box or play displays in the background is quite complex and I would classify as very low priority.
Thus they/them.
It’s just pronouns used properly, put your manskin back on for those who triggered.
It’s just proper grammar, FFS.
Regardless, User data shows absolute inclusion over cis based and/or male dominated based identities is optimal for profit.
The bottom line wins.
Scoreboard.
Gender equity is soooo 2022. Catch Up.
Last edited at 11/13/2022 9:02 pm