Gender Divide and the Computer Game Industry

Gender Divide and the Computer Game Industry

Julie Prescott (University of Bolton, UK) and Jan Bogg (The University of Liverpool, UK)
Release Date: September, 2013|Copyright: © 2014 |Pages: 321
ISBN13: 9781466645349|ISBN10: 1466645342|EISBN13: 9781466645356|DOI: 10.4018/978-1-4666-4534-9


While women maintain an increased visibility in the games culture, the issues involving gender in computing gaming is still relevant; and it is evident that the industry could benefit from the involvement of women in all aspects from consumer to developer.

Gender Divide and the Computer Game Industry takes a look at the games industry from a gendered perspective and highlights the variety of ways in which women remain underrepresented in this industry. This reference source provides a comprehensive overview on the issue of gender, computer games, and the ICT sector. It supplies students and academics in numerous disciplines with the concerns of the computer games industry, male dominated occupations, and the complexity of gender in the workforce.

Topics Covered

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

  • Career Factors
  • Computer Games Industry
  • Cultural Impact
  • Future Perspectives
  • Games and Society
  • Gender Divide
  • Massively Multiplayer Online Role-Playing Games

Table of Contents and List of Contributors

Search this Book:
Table of Contents
Jo Bryce
Julie Prescott, Jan Bogg
Julie Prescott, Jan Bogg
Chapter 1
We live in a technological world and any divide on gendered or other terms is detrimental. The aim of this chapter is to provide the reader with an... Sample PDF
Introduction: Why the Gender Divide in Computer Games is an Important and Timely Issue
Chapter 2
Games have become an important leisure activity for children and adults, and they are becoming an increasingly important part of our culture as a... Sample PDF
The Computer Game Industry, Market, and Culture
Chapter 3
In this chapter, the authors consider how computer games can be beneficial for learning and education purposes. How computer games can start the... Sample PDF
Games and Society: Can Games Make a Better World?
Chapter 4
The aim of this chapter is to highlight the gender divide in regards to play styles and game preferences. The chapter considers how gender... Sample PDF
Play Preferences and the Gendering of Gaming
Chapter 5
Throughout this book, the authors have disproved the dominant White, heterosexual, teen gamer image through highlighting current gamer facts and... Sample PDF
Representation, Image, and Identity
Chapter 6
This chapter discusses working practices prominent in the computer game industry. The chapter provides readers with an understanding of how working... Sample PDF
Game Workers and the Gender Divide in the Production of Computer Games
Chapter 7
This chapter considers the position of women working in computer games through the voices of over 500 women from the international research. The... Sample PDF
The Experience of Women Game Developers
Chapter 8
Issues Career Women Face  (pages 170-192)
This chapter considers the issues women generally face in their careers and in particular in ICT and SET careers. The chapter discusses the barriers... Sample PDF
Issues Career Women Face
Chapter 9
This chapter considers the careers of women more generally, not just of those in the computer game industry. The chapter considers ways forward and... Sample PDF
Reflections for the Future
Chapter 10
In the final concluding chapter, the authors review the key concepts discussed throughout the book. This includes the multiplicity of interacting... Sample PDF
Final Thoughts and Concluding Comments
About the Authors

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).
Jan Bogg (BA, M.Sc, Ph.D, C. Psych) is a senior lecturer in the Faculty of Health and Life Sciences, at the University of Liverpool, UK. Jan is an organizational psychologist and her research focuses on workforce issues, leadership, equity and gender in the workplace; she has written numerous papers and articles on women in science, in academic and professional journals. Her research includes a European Union funded, Breaking Barriers program, to address career progression, barriers and drivers for women in science and equity and diversity issues in the workplace. Jan is a member of the United Kingdom, Athena Swan Steering Committee for women in science ( and leads the Athena working group on Medical Schools.