The Computer Game Industry, Market, and Culture

The Computer Game Industry, Market, and Culture

Copyright: © 2014 |Pages: 23
ISBN13: 9781466645349|ISBN10: 1466645342|EISBN13: 9781466645356
DOI: 10.4018/978-1-4666-4534-9.ch002
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MLA

Julie Prescott and Jan Bogg. "The Computer Game Industry, Market, and Culture." Gender Divide and the Computer Game Industry, IGI Global, 2014, pp.28-50. https://doi.org/10.4018/978-1-4666-4534-9.ch002

APA

J. Prescott & J. Bogg (2014). The Computer Game Industry, Market, and Culture. IGI Global. https://doi.org/10.4018/978-1-4666-4534-9.ch002

Chicago

Julie Prescott and Jan Bogg. "The Computer Game Industry, Market, and Culture." In Gender Divide and the Computer Game Industry. Hershey, PA: IGI Global, 2014. https://doi.org/10.4018/978-1-4666-4534-9.ch002

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Abstract

Games have become an important leisure activity for children and adults, and they are becoming an increasingly important part of our culture as a whole. This chapter gives readers an insight into the impact of computer games both culturally and economically. The chapter also considers the technical impact of computer games and how this might impact the gendered digital divide. For instance, it is often noted that playing computer games can be a gateway to computing careers due to increasing confidence and skills in computing as well as developing an interest in computers due to familiarity. Indeed, computer games and gaming might be an initial introduction for children to digital technologies generally. In turn, developing their confidence and skills in their usage of technology, leading to an increased utilisation and interest in a career in computer science and information technology. All issues are important when considering the gender divide in computer games.

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