Shopping Cart | Login | Register | Language: English

Gender Considerations and Influence in the Digital Media and Gaming Industry

Release Date: June, 2014. Copyright © 2014. 357 pages.
Select a Format:
Hardcover
$195.00
In Stock. Have it as soon as Aug. 4 with express shipping*.
DOI: 10.4018/978-1-4666-6142-4, ISBN13: 9781466661424, ISBN10: 1466661429, EISBN13: 9781466661431
Cite Book

MLA

Prescott, Julie and Julie Elizabeth McGurren. "Gender Considerations and Influence in the Digital Media and Gaming Industry." IGI Global, 2014. 1-357. Web. 30 Jul. 2014. doi:10.4018/978-1-4666-6142-4

APA

Prescott, J., & McGurren, J. E. (2014). Gender Considerations and Influence in the Digital Media and Gaming Industry (pp. 1-357). Hershey, PA: IGI Global. doi:10.4018/978-1-4666-6142-4

Chicago

Prescott, Julie and Julie Elizabeth McGurren. "Gender Considerations and Influence in the Digital Media and Gaming Industry." 1-357 (2014), accessed July 30, 2014. doi:10.4018/978-1-4666-6142-4

Export Reference

Mendeley
Favorite
Gender Considerations and Influence in the Digital Media and Gaming Industry
Access on Platform
Browse by Subject
Top

Description

Occupational segregation is an important issue and can be detrimental to women. There is a strong need for more women in science, engineering, and information technology, which are traditionally male dominated fields. Female representation in the computer gaming industry is a potential way to increase the presence of women in other computer-related fields.

Gender Considerations and Influence in the Digital Media and Gaming Industry provides a collection of high-quality empirical studies and personal experiences of women working in male-dominated fields with a particular focus on the media and gaming industries. Providing insight on best methods for attracting and retaining women in these fields, this volume is a valuable reference for executives and members of professional bodies who wish to encourage women in their career progression.

Top

Table of Contents and List of Contributors

Search this Book: Reset
Table of Contents
Foreword
Sheri Graner Ray
Preface
Julie Prescott, Julie Elizabeth McGurren
Chapter 1
Alyson E. King, Aziz Douai
Sample PDF
From the “Damsel in Distress” to Girls' Games and Beyond: Gender and Children's Gaming
$37.50
Chapter 2
Jill Denner, Eloy Ortiz, Linda Werner
Playing digital games is described as a pathway to computer science (CS) classes and majors, but not all gamers want to study CS. The goal of this... Sample PDF
Women and Men in Computer Science: The Role of Gaming in their Educational Goals
$37.50
Chapter 3
Lauren Elliott, Julie Prescott
Four female students studying a games course at one UK University took part in a qualitative study of face-to-face semi-structured interviews.... Sample PDF
The Only Girl in the Class!: Female Students' Experiences of Gaming Courses and Views of the Industry
$37.50
Chapter 4
Vachon M.C. Pugh
The issue of the lack of women in the video game industry has been a hot topic for quite some time. For the past twelve years, Game Developer... Sample PDF
A Look inside the Current Climate of the Video Game Industry
$37.50
Chapter 5
Julie Prescott, Jan Bogg
This chapter provides a unique understanding of women working in the computer games industry. In depth interviews were undertaken with seven female... Sample PDF
The Experiences of Women Working in the Computer Games Industry: An In-Depth Qualitative Study
$37.50
Chapter 6
Masahito Fujihara
The purpose of this chapter is to clarify the process of female developers' career development and their characteristics based on the life stories... Sample PDF
Career Development among Japanese Female Game Developers: Perspective from Life Stories of Creative Professionals
$37.50
Chapter 7
Anitza Geneve
There is a need to understand the phenomenon of women's under-representation in the Australian Digital Content Industry (DCI) workforce. This... Sample PDF
Women's Participation in the Australian Digital Content Industry
$37.50
Chapter 8
Gloria-Sophia Warmuth, Edeltraud Hanappi-Egger
The chapter focuses on internal professionalization processes in STEM academia and their impact on creativity and innovation capacity. The... Sample PDF
Professional Socialization in STEM Academia and its Gendered Impact on Creativity and Innovation
$37.50
Chapter 9
Vachon M.C. Pugh
The purpose of this chapter is to examine possible causes such as lack of interest, lack of skill/ability, and anticipated work/family conflict... Sample PDF
Lessons from the STEM Sector
$37.50
Chapter 10
Monica M. McGill, Adrienne Decker, Amber Settle
Though the lack of diversity in the game industry workforce has received a great deal of attention recently, few initiatives have been implemented... Sample PDF
A Framework for Addressing Gender Imbalance in the Game Industry through Outreach
$37.50
Chapter 11
Julie Prescott, Jan Bogg
Understanding the career factors that influence women's career aspirations in male-dominated occupations is important for increasing women's... Sample PDF
Female Game Workers: Career Development, and Aspirations
$37.50
Final Thoughts and Concluding Comments
Top

Topics Covered

  • Computer Games Industry
  • Digital Media Industry
  • Female Game Workers
  • Gender and Identity
  • Male-Dominated Occupations
  • New Technologies
  • Occupational Segregation
Top

Author(s)/Editor(s) Biography

Julie Prescott (CPsychol, PhD, MA, BSc) is a lecturer in Psychology at the University of Bolton. Julie gained her PhD from the Faculty of Health and Life Sciences at The University of Liverpool, UK, in 2011. Julie has a research career spanning over ten years in academic and public sector environments. Julie’s background is in psychology and women’s studies; she has a particular interest in women’s careers, especially in terms of barriers and drivers, occupational segregation, and the experiences of women working in male dominated occupations/industries, in particular the computer games industry. Julie has published one book entitled Gendered Occupational Differences in Science, Engineering, and Technology Careers (co-authored with Jan Bogg).
Julie McGurren (BA, MSc) has worked in the UK games industry since 1999 where following studying a Masters in Computer Graphics at Teesside University she joined the Liverpool based games company Bizarre Creations. After working as an artist on Metropolis Street Racer and PGR1/2 she moved in an art management role on PGR3 and continued to work in this position on PGR4 and BLUR. These games have sold millions of copies across the globe and are rated highly amongst critics and gamers alike. After Bizarre closed in 2011 she moved to Codemasters and has worked as an Art Producer on DIRT Showdown and GRID2, the sequel to the critically acclaimed and BAFTA awarding winning GRID. She continues to work at Codemasters as an Art Producer on an unannounced title.