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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.
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