Difference between revisions of "Sega Girls Task Force"

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==History==
 
==History==
In 1993, [[Sega of America]] licensing executive [[Michealene Cristini Risley]] found herself as the head of the company's new Entertainment & Consumer Products division. As a former [[Marvel]] producer, she experienced first-hand the lacking female representation in children's and young people's media, and saw her position within Sega as a way to make meaningful change on this front. Shortly after being hired, Risley asked to attend a two-week program at Stanford on women and gender studies, an experience she described as "a life-changing experience." Soon after returning to Sega of America, she began to
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===Inception===
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In 1993, [[Sega of America]] licensing executive [[Michealene Cristini Risley]] found herself as the head of the company's new Entertainment & Consumer Products division. As a former [[Marvel]] producer, she experienced first-hand the lacking female representation in children's and young people's media, and saw her position within Sega as a way to make meaningful change on this front. Shortly after being hired, Risley asked to attend a two-week program at Stanford on women and gender studies, something she describes as "a life-changing experience."{{ref|https://www.polygon.com/features/2019/5/27/18526122/sega-girls-task-force-female-players}} Soon after returning to Sega of America, she began
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{{quote|The only way I was going to get them to pay attention was to turn it into money, and so I presented it as like, ‘We’re leaving this huge market on the table. And if we don’t start creating content for girls, somebody else is going to.|''[[Michealene Cristini Risley]]''|ref={{ref|https://www.polygon.com/features/2019/5/27/18526122/sega-girls-task-force-female-players}}}}
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===Operation===
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At some point during its operation, [[Sega of Japan]] were introduced to the concept of the {{PAGENAME}}. Per [[Tom Kalinske]], "they didn’t understand it at all. They didn’t buy into the idea. This was another crazy American deal, and ‘go ahead and do it, but we don’t really expect you to be successful with it." However, [[Sonic Team]] proved to be far more open to the idea, as [[Pamela Kelly]] remembers they were "receptive to ideas which might make games more accessible to non-traditional audiences."{{ref|https://www.polygon.com/features/2019/5/27/18526122/sega-girls-task-force-female-players}}
  
 
==Produced games==
 
==Produced games==

Revision as of 21:50, 20 October 2022

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Sega Girls Task Force
Division of Sega of America
Founded: 1993
Defunct: 1995
Headquarters:
275 Shoreline Drive, Redwood City, California 94065, United States

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The Sega Girls Task Force was an internal Sega of America video game production team established to both address the issue of then-limited female participation in video gaming, and research the viability of games developed with a female audience in mind. The team was directly involved with the production of three Western-developed Mega Drive games, and advised a number of third-party studios on issues of inclusion and accessibility.

History

Inception

In 1993, Sega of America licensing executive Michealene Cristini Risley found herself as the head of the company's new Entertainment & Consumer Products division. As a former Marvel producer, she experienced first-hand the lacking female representation in children's and young people's media, and saw her position within Sega as a way to make meaningful change on this front. Shortly after being hired, Risley asked to attend a two-week program at Stanford on women and gender studies, something she describes as "a life-changing experience."[1] Soon after returning to Sega of America, she began


The only way I was going to get them to pay attention was to turn it into money, and so I presented it as like, ‘We’re leaving this huge market on the table. And if we don’t start creating content for girls, somebody else is going to.

Michealene Cristini Risley[1]


Operation

At some point during its operation, Sega of Japan were introduced to the concept of the Sega Girls Task Force. Per Tom Kalinske, "they didn’t understand it at all. They didn’t buy into the idea. This was another crazy American deal, and ‘go ahead and do it, but we don’t really expect you to be successful with it." However, Sonic Team proved to be far more open to the idea, as Pamela Kelly remembers they were "receptive to ideas which might make games more accessible to non-traditional audiences."[1]

Produced games

List of staff

External links

References


Timeline of Sega of America research and development divisions