Love U Magazine Power Issue, 2017 | Page 54

runs 10 minutes and is entirely her creation. “To watch these kids as their first line of code works--we’re inspiring the next generation of dreamers. At the end of the day, when we work with these kids, especially the young girls, it’s phenomenal.” ne out of two Canadians has played video games in the last two weeks. 48 percent of those gamers are women. 56 percent of people who play games on their phones or tablets are women. The stereotypical image of a gamer being a 17-year-old boy has changed. “What we’re seeing is a huge shift, thanks in part to the social games on Facebook,” Leggett says. “We can all point to Farmville as being the genesis of that. Instead of that teenage boy, gamers are now grandmas. The number one reason people purchase games is for storytelling. Women like different types of games than men, we like story based games, we like adventure O games, we like puzzle games.” Those are the types of statistics that determine where the gaming industry will go, and she’s thrilled to be on the forefront of that movement. By creating a tool like StoryStylus and making it easy to be able to create gaming content, Leggett hopes to see more diversity in the types of games being told. “We want to see [indigenous] voices, people with disabilities, LGBTQ+ stories. That is where I think the games industry desperately needs to go.” According to Leggett, revenue from gaming has currently surpassed movies and music combined. She feels the gaming industry really has to be conscious of the messaging and storytelling that is being presented, or risk having the same games being produced by the same people all the time. eggett hasn’t given up on books but she is confident that gaming will ultimately aid the advancement of literacy. “There is still a large percentage of people who enjoy reading and a large percentage who enjoy L