Original Comment by: chunter
http://www.xanga.com/chunter
Another great piece.
If you want to improve the video games' industry's growth, you need only do what it did in the first place: capture the current generation of children.
Remember Pokemon? I worked in a toy store when that stuff hit...
What you had was a very simple game that had its own lexicon, and an onslaught of advertising to explain the game and its language so that children around the world could grasp it quickly. In retrospect, a majority of the players were still boys, but there were a lot more girls than what normally appear in a video game phenomenon and I can't think of any particular ethnicity that didn't want to participate.
Trying to explain what's really just a bug collecting game to parents compared to explaining cricket to Americans raised on baseball or NFL Football to English folks. There isn't anything complicated about it, but you have to have a certain kind of open mind to pick up the jargon.
Then again, my generation's video game jargon included the words "kill" and "die" although the words rarely had anything to do with taking a life as much as overcoming an abstract, moving obstacle.
My point is that ex-Pokemon players are now 18 to 27 years of age. Some of them still like video gaming, some of them don't. (Some of them played with dolls and action figures and never bothered with the games, so keep in mind there's more to the revenue stream than selling video game units.)
Now, I suspect Mr. Spector's diversity problem is not talking about the people that play video games, as much as it pertains to people that make them. It is easiest for an artist to create something for an audience most similar to himself (or herself), so the question becomes, do women have particular problems getting computers in their homes? Do they not have access to programming tools, or the ability to sign up for programming courses at a college if necessary? Of course women have computers, as do folks of non-white ethnicity, and if you're just playing around, there are plenty of free and free/libre tools to create a game if you want. Why aren't they inclined to do so?
Sex and violence in video games is not the whole of the legal tension aimed at the video games industry either; much of it is similar to what faces all entertainment industries (eg. parents that do not pay attention to what their children are doing, and then blame media) and a separate, more sensitive problem that even the baby boom generation had to put up with.
I do not know how to name the phenomenon where a black person creates something interesting, a white person approves of it, and then suddenly, so many people of other cultural persuasions end up liking said phenomenon that you forget a black person created it in the first place. Some of these phenomena are more familiar than others: The Blues, Jazz, Rock 'n Roll, Techno, and Hip-hop.
In other words, when lawmakers start talking about ultraviolence in video games, created because it is what the artists creating the game, as well as the audience that play it all like, the issues have more to do with civil control and racism than the depiction of a man taking another man's life.
Sorry that was long, hope it was understood. These articles give a lot to think about.