; Victron _ gamers already know they aren’t really ARTS & ENTERTAINMENT Luke Simcoe arts@theotherpress.ca More women playing video games: study By Marri Knadle, The Martlet (University of Victoria) (CUP)—Female an anomaly, but now the Electronic Software Association has completed a study that confirms it. Females make up 38 per cent of gamers, according to the study. Perhaps more surprising is the statistic that women aged 18 and older are a greater portion of the game- playing demographic (31 per cent) than the poster child of video games, boys aged 17 and younger (20 per cent). Developers have certainly done something right recently to get women’s attention, because the Electronic Software Association’s statistics revealed that females play an - average of two more hours per week than they did only a year ago. Men and women are about equal in terms of average weekly play: 7.4 hours per week for women, and 7.6 hours per week for men. It’s long been suggested that women play differently than men, and enjoy different aspects of games than men. Social aspects and the ability to customize games are generally selling points to the female market. On massively multiplayer online (MMO) games, which offer a high degree of character customization and plenty of social opportunities, for example, the male and female population is closer to equilibrium at 58 per cent men to 42 per cent women. But the female market is diverse. There are women who enjoy light, casual gaming, both in terms of the games they play and the hours they’re willing to spend to advance in a game. Lighter games such as The Sims and puzzle games for the Nintendo DS cater to that niche market. The Nintendo Wii has been applauded not only for getting women more involved in video games but also for increasing the pool of gamers. The Wii’s titles appeal to those outside of the hardcore basement nerd coterie. Although the stereotype of women disliking or being unskilled at video games is becoming tired within gaming circles, there is still evidence that women gamers are viewed as an anomaly. The publicity received by The Cavegirls (an all-girls Halo 3 group) and Assassin’ Creed producer Jade Raymond, to name but two examples, reflects a persistent sentiment of amazement that beauty and social skills (or at least two X- chromosomes) are compatible with a gaming lifestyle. There’s still something wrong when announcing your gender on an online game will provoke insults, come-ons, or floods of chivalric offers of help. Male gamers are taken for granted because it’s taken as the model on which the gaming industry was built. Men on games meet with indifference, and many female gamers express frustration that it isn’t the case for them, too. There’s still work to be done in integrating those preferences into titles in a way that makes them an enjoyable experience for both genders. It’s encouraging to see the percentage of women in the gaming population has increased, and it’s also encouraging to see game developers are catching on to what aspects of games women enjoy. But only when the need for such ‘studies “asthe *Blectronic Software Association’s disappears will the girl gamer be able to come into her own—no > longer a side-show, but a mainstream game-lover alongside the boys. DISNEY PIRATES OF THE CARIBBEAN ONLINE Gambling, boozing, thievery, black magic, cop killing, skeletons having sex with one another—how this game managed to get a rating of ages 10 and up (compared to World of Warcraft being rated Teen) is a testament to the power of the Walt Disney Corporation. Similar to World of Warcraft, this is an online game where you can interact with players from around the globe in a virtual world. The game is completely free to play, though paying players get to unlock more features and don’t have to watch any ads. Captaining your own pirate ship, which only takes about an hour of playing to access, is definitely the best part of the game. You can sail all around the Caribbean, form crews with other players, and plunder other vessels. Captain Jack Sparrow would be proud. - Mark Fisher 16 HERCULES & LOVE AFFAIR (S/T) Essentially the brainchild of Brooklyn DJ Andy Butler, Hercules & Love Affair is being heralded as one of the most intriguing voices in American dance music since LCD Soundsystem’s James Murphy (surprise, surprise, the group is on Murphy’s DFA label). Anyway, for a band whose sound is so steeped in the disco era, Hercules & Love Affair sound like they owe a bigger debt to heroin than cocaine. There’s some pretty cool beats here—Butler has cooked up a unique mix of new school disco and Coco Cabana percussion—but the vocals (much of which are handled by Antony Hegarty of Antony & the Johnsons) are boring and lethargic. Hegarty and a couple of female compatriots generally quiver, tremble, and yawn their way through their respective verses and choruses, and it makes it difficult to imagine anyone on the dance floor shaking their fists—let alone their hips—to the music. - Luke Simcoe BE YOUR OWN PET GET AWKWARD Be Your Own Pet has emerged from the hype machine as a talented group of twenty-somethings singing songs about sex, drugs and rock n’ roll, and fronted by the always sassy, but no longer jailbait, Jemina Pearl. Anyway, Get Awkward is the band’s second LP, and despite its title, it would seem as if BYOP is finally over their “awkward” stage. The record is a far slicker, more polished take on the group’s riot girl/punk rawk stylings, and Ms. Pearl’s voice has matured into a potent weapon; she can coo, snarl, scream and sing with the best of them. Anyway, if you pick this record up and notice that it seems a few songs short, be alarmed. North American distribution of the album is being handled by Universal, and they deemed three songs—“Becky,” “Black Hole,” and “Blow Yr Mind”=-— -too violent because of lyrics like “me and her/we’ll kick you ass/and wait with knives after class.” Curiously, other notable Universal artists include Eminem, 50 Cent, and Rob Zombie. - Luke Simcoe KATHERINE BARBER ONLY IN CANADA, YOU SAY Do you know what a bunnyhug is? Do you know how to use a French safe properly? How about the origin of Nanaimo Bars (I’ll give you a hint: they’re not from Vancouver Island)? The answers to these questions, and many more, are all contained in Only in Canada, You Say, a playful compendium of Canadian English compiled by the lady behind our country’s version of the Oxford dictionary. It’s an eye-opening read for anyone who thinks our language eccentricities end at “eh?” and it’s a must for anyone who wants to know how to spend their pogey on the right kind of dutchie for the whoop-up. -Luke Simcoe