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Tim, you raise some interesting points.
At McGill, I find about half of the students in my conflict simulation course are women. They tend to be more interested in political and pol-mil themes than narrowly kinetic wargaming, although that’s not an absolute rule. At McGill megagames, about 30% of the (paying) participants are women. These games are always on pol-mil themes. A professional (national security) conferences, about 15% are women, mirroring the proportion of women in the military and defence establishment. However, they tend to be more junior–although hopefully this will change over time.
Hi, Rex,
Worthy initiative. But let me invert the question: rather than assuming the problem lies with those who do wargame, why not focus on the failure on the part of those who do not?
I spent a dozen years running a strategy gaming club for youths, both in support of the local K-12 schools and semi-independently. We attracted very few girls in the older groups (virtually none after 1st-2nd grade) But I have also spent a dozen years now running a sim-based training program for defense analysts and can tell you that I have seen an interesting set of trends: guys are less militarily knowledgeable and interested than they were a dozen years ago and the women are noticeably more interested and definitely quicker to take in and master the causal concepts and massive and complex data set required to play. I’ve seen something that if it continues could close to convergence. Of course, this is a systemically biased micro-sample.
More broadly, I think we should study wargaming from the female perspective — and, courageously, through the lens of masculinity and femininity (i.e., ‘gender’, but I’d propose taking an apolitical, realist approach). The mixed welcome that the one-in-a-million women who explore the discipline/hobby encounter is less of a problem than the disinclination of the other 999,999 to check us out — and it’s a convenient myth to think that that mixed welcome is the real underlying problem. I’ll hypothesize that the dominant causal factor lies in the ambiguities and internal contradictions in a ‘feministic’ culture that pushes women to masculinize (ironically) when doing so comes naturally to very few women. Warfare and wargaming are competitive activities that impose objective challenges that (a) take a form alien to quintessential femininity (judge that as one may) and which (b) cannot be diluted into subjectivity and social approbation in the same way office politics and qualitative academic research can be. One can argue that femininity is socially constructed (this claim assumes the burden of proof), but in any event, that doesn’t really matter. ‘It is what it is’. The question remains: how many women leave the office every afternoon and dash home to wargame (or read military history, or perform analysis comparing Spitfires and Messerschmidts or Virginias and Akulas)? (Next question: how many guys do so? — if we’d been running a longitudinal study, I’d hypothesize it’d have found converging trends, but alas, here both trendlines would be descending.)
So the situation is complex. The answer, I think, is to (1) learn more; (2) do something more useful to address the issue. First, to learn/discover: one or more scholars at one or more universities should conduct some actual research to explore attitudes concerning military analysis, competitive gaming, and wargaming in particular. It should include a strong focus on ascertaining the actual levels of similarity and difference between men’s and women’s interest in (1) actual conflict simulation, be it M&S or wargaming, computational or tabletop, professional or hobby, and (2) competitive gaming in general. The team could then identify parallels and differences in the various sets of attitudes. This study should focus on addressing the ‘why’ question as much as the ‘what’.
Then, if true discrepancies emerge (and I think we all suspect that the obvious here is true), then let’s address them. Why not host/sponsor a ‘Wargaming for Women’ convention? Treat it as diversity-oriented professional development. Let wargame companies use it for marketing. Assuming we’d center it on professional context, we could have experienced simulation gamers organize tables and host training sessions. In this, the welcome rolled out to our ‘lady guests’ would be official and explicit, tamping down masculine obnxiousness, while the hosting/training function would focus the men’s attention appropriately on the tasks at hand. We could host a range of military & civil/humanitarian sims. We could demo sims covering multiple eras, environments and conflict types. Attendance would be a sponsored professional activity.
In fact, why not broaden it to ‘Wargaming for Non-Wargamers’ convention? Women aren’t the only humans mystified/bemused/repelled by the strange tribe/noises we make in our pursuit of higher-order intellectual attainment, good die rolls, bragging rights, etc….
I’ll do a follow-up post soon on the topic, based on feedback and discussions to the item in various fora. It won’t be pretty.
I’m in the middle of my own research, but I can share some information with you when it comes to fantasy wargames – you won’t find women there either. Neither playing casually nor in tournaments. Wargaming society is rather exclusive or maybe it’s better to say that it does not do anything to encourage women to participate.