Gender Considerations and Influence in the Digital Media and Gaming Industry

Gender Considerations and Influence in the Digital Media and Gaming Industry

Julie Prescott (University of Bolton, UK) and Julie Elizabeth McGurren (Codemasters, UK)
Release Date: June, 2014|Copyright: © 2014 |Pages: 357
ISBN13: 9781466661424|ISBN10: 1466661429|EISBN13: 9781466661431|DOI: 10.4018/978-1-4666-6142-4


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.

Topics Covered

The many academic areas covered in this publication include, but are not limited to:

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

Reviews and Testimonials

International contributors to this book include scholars in interactive media, computer science, and mass communications, as well as practitioners in business areas such as gender and diversity management, and researchers and practitioners in interactive games and media, online gaming, and cyber psychology. Section 1 explores the interrelationships between education, computers, and gaming. Section 2 is devoted to the experiences of women working in the computer games industry around the world; in addition to four full chapters on the topic, this section also contains profiles of 12 women working in the computer games industry. Section 3 looks at future trends. Some specific subjects include the role of gaming in men’s and women’s educational goals, gender and children’s gaming, women’s participation in the Australian digital content industry, and career development among Japanese female game developers. Of special interest is a framework for addressing gender imbalance in the game industry through outreach.

– ProtoView Book Abstracts (formerly Book News, Inc.)

Table of Contents and List of Contributors

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Editorial Advisory Board and List of Reviewers
Table of Contents
Sheri Graner Ray
Julie Prescott, Julie Elizabeth McGurren
Julie Prescott, Julie Elizabeth McGurren
Chapter 1
Alyson E. King, Aziz Douai
In this chapter, the authors critically assess the gendered nature of the products developed by the computer gaming industry. The chapter takes a... Sample PDF
From the “Damsel in Distress” to Girls' Games and Beyond: Gender and Children's Gaming
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
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
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
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
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... Sample PDF
Career Development among Japanese Female Game Developers: Perspective from Life Stories of Creative Professionals
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
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
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
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
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
Final Thoughts and Concluding Comments
About the Contributors

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.