The Computer Games Industry

This chapter aims to: provide the reader with an in-depth look at the persistence of gendered occupational segregation, through a discussion of the relatively new industry of computer games; highlight how important this new sector is in terms of cultural and economic impact in countries throughout the world, including the UK and USA; and provide an overview of the situation of women working in this industry and reasons given for their low representation in the industries workforce.

Paranoia ◽  
2008 ◽  
Author(s):  
Daniel Freeman ◽  
Jason Freeman

Over the past few years, a new and deadly epidemic has stalked the land. Britain and the US, just like much of the rest of the world, are getting fat. Around 60 per cent of adults in the UK are heavier than they should be. It’s a similar story in the US, where two-thirds of adults are overweight or extremely overweight (obese). That’s a pretty shocking statistic, but we all know that keeping in shape when you’re trying to balance the demands of work and family life is tough. Who’s got time to get to the gym? Who has the energy to do more than heat up a ready meal after ten hours in the office? Besides, we all get bigger as we get older, don’t we? It’s a metabolism thing—isn’t it? But if you think the statistics for adults are alarming, wait till you find out how our kids are faring. In 2003, 27 per cent of children under 11 in England were either overweight or obese. In the US, where different methods to measure obesity are used, nearly 20 per cent of children aged 6 to 11 were classified as overweight or obese in 2004. The numbers have almost doubled in a decade. How did so many children get to be overweight before they’ve even reached the ripe old age of 11? How do you become overweight when so much of your day is taken up with charging round a playground or park, when you can’t drive, and when you’re not free—like the rest of us—to stuff your face at will with chocolate, crisps, and alcohol? The answer, of course, is a complex one. If adults are eating much less healthily than they used to, so are their kids. Instead of spending their evenings playing outside, children now have the delights of multi-channel television, computer games, and the Internet to choose from. And then there’s the fact that increasing numbers of us just won’t let our children outside on their own. Back in the mid 1970s, we were 6 years old.


Author(s):  
Bradon Tam Lynn Smith

      In this paper I argue that computer games have the potential to offer spaces for ecological reflection, critique, and engagement. However, in many computer games, elements of the games’ procedural rhetoric limit this potential. In his account of American foundation narratives, environmental historian David Nye notes that the ‘second-creation’ narratives that he identifies “retain widespread attention [...] children play computer games such as SimCity, which invite them to create new communities from scratch in an empty virtual landscape…a malleable, empty space implicitly organized by a grid” (Nye 288). I begin by showing how grid-based resource management games encode a set of narratives in which nature is the location of resources to be extracted and used. I then examine the climate change game Fate of the World (2011), drawing it into comparison with game-like online policy tools such as the UK Department for Energy and Climate Change’s 2050 Calculator, and models such as the environmental scenario generation tool Foreseer. I argue that while both may be narrowly successful in generating engagement with climate change and resource issues, in other ways their effect may be disempowering: firstly, they emphasise the scale and complexity of environmental problems; secondly, the prioritise technocratic top-down policy responses at the expense of changes on the level of individual behaviour. This paper then turns to examples of digital games and playing strategies that offer more plural and open-ended engagement with environmental concerns. The on/off-line game World Without Oil (2007) encouraged players to respond to a fictional oil crisis, generating sustained and solution-focussed engagement. Examples of ‘expansive play’ also reveal ecocritical playing strategies in the sandbox-game Minecraft, a game which may initially seem to take the logic of resource extraction to its extreme. Finally, I look at David O'Reilly’s off-beat game-animation Mountain (2014), which in its unflinching mountain removes the agency of the player, and mocks the ‘nature as resource’ model of the games previously discussed. Instead Mountain invites an ontological reconsideration of the player’s relationship with the non-human. Resumen      En este ensayo argumento que los juegos de ordenador tienen el potencial de ofreces espacios para la reflexión, la crítica y el compromiso ecológicos. Sin embargo, en muchos juegos de ordenador, los elementos de la retórica procedimental de los juegos limitan este potencial. En su recuento de las narrativas fundacionales americanas, el historiador medioambiental David Nye destaca que las narrativas de ‘segunda creación’ que él identifica “conservan una atención generalizada […] los niños juegan con el ordenador a juegos como SimCity, que les invita a crear nuevas comunidades desde cero en un paisaje virtual vacío, un espacio vacío maleable e implícitamente organizado por una cuadrícula” (Nye 288). Comienzo mostrando como los juegos de gestión de recursos basados en cuadrículas codifican un conjunto de narrativas en la naturaleza es la ubicación de la que se extraen y en la que se usan los recursos. Después examino el juego sobre el cambio climático Fate of the World (2011), comparándolo con herramientas de política online como la del Departamento de Energía y Cambio Climático de Reino Unido, 2050 Calculator; y modelos como la herramienta de generación de escenarios medioambientales Foreseer. Argumento que mientras que ambos pueden ser poco exitosos a la hora de generar compromiso con el cambio climático y con temas de recursos, por otra parte, su efecto puede ser desalentador: primero, enfatizan la escala y la complejidad de los problemas medioambientales; segundo, priorizan respuestas políticas tecnócratas verticales a expensas de cambios en el nivel del comportamiento individual. Este ensayo luego recurre a ejemplos de juegos digitales y a estrategias de juego que ofrecen un compromiso más plural y más abierto de mente con respecto a las preocupaciones medioambientales. El juego con/sin conexión World Without Oil (2007) animaba a los jugadores a responder a una crisis petrolífera ficticia, generando un compromiso sostenido y centrado en soluciones. El juego de animación poco convencional de David O’Reilly Mountain (2014), que en su inquebrantable montaña elimina la agencialidad del jugador y parodia el modelo de juegos ‘naturaleza como recurso’, incita a una reconsideración ontológica de la relación del jugador con lo no-humano. Finalmente, se examinan ejemplos de modificación y ‘juego expansivo’ para revelar estrategias de juego ecocrítico sorprendentes en el juego de mundo abierto Minecraft, un juego que en principio parece llevar la lógica de la extracción de recursos al extremo.


Why women are underrepresented in certain careers has been a pertinent question for career researchers and scholars interested in gender equality issues for decades. Researchers have been particularly interested in the lack of women in science, engineering, and technology careers, as well as those with high mathematics content. Throughout this book, the authors have highlighted why gendered occupational segregation is an issue for both gender equality and essential in addressing the skills shortage in some occupations. They have aimed to give readers an overview of key areas to consider in assessing gendered occupational segregation. Importantly, the authors wanted to highlight the multifaceted variables involved in perpetuating and reinforcing gendered occupational segregation, especially for women in science, engineering, and technology careers. They have demonstrated how a multiplicity of interacting influences shape women’s careers. In particular, this book has emphasised the role of psychological, organizational, and social factors in understanding career roles and trajectories. Many books have looked at women’s underrepresentation in the ICT and SET industries; however, this book has taken into account not only these male dominated industries but has also included other male dominated industries such as construction, and the new industry of computer games, in order to understand the reasons behind this underrepresentation.


2011 ◽  
Vol 55 (3) ◽  
pp. 361-364 ◽  
Author(s):  
Andrew Godley ◽  
T.A.B. Corley

The historical development and economic impact of pharmaceuticals in the UK are nowadays reasonably well documented. That industry has become the most profitable and fast growing of the country's high-tech industries. Its member firms undertake more than one-fifth of the national research and development (R&D) activities, one half being carried out in Britain, and currently achieve a £2.4 billion favourable trade balance with the rest of the world.


2019 ◽  
Vol 19 (1) ◽  
pp. 121-124
Author(s):  
Sandy Henderson ◽  
Ulrike Beland ◽  
Dimitrios Vonofakos

On or around 9 January 2019, twenty-two Listening Posts were conducted in nineteen countries: Canada, Chile, Denmark, Faroe Islands, Finland, Germany (Frankfurt and Berlin), Hungary, India, Ireland, Israel, Italy (two in Milan and one in the South), Peru, Serbia, South Africa, Spain, Sweden, Taiwan, Turkey, and the UK. This report synthesises the reports of those Listening Posts and organises the data yielded by them into common themes and patterns.


Author(s):  
Mark Grimshaw-Aagaard

Mark Grimshaw-Aagaard addresses the role of sound in the creation of presence in virtual and actual worlds. He argues that imagination is a central part of the generation and selection of perceptual hypotheses—models of the world in which we can act—that emerge from what Grimshaw-Aagaard calls the “exo-environment” (the sensory input) and the “endo-environment” (the cognitive input). Grimshaw-Aagaard further divides the exo-environment into a primarily auditory and a primarily visual dimension and he deals with the actual world of his own apartment and the virtual world of first-person-shooter computer games in order to exemplify how we perceptually construct an environment that allows for the creation of presence.


Author(s):  
Jordan Bell ◽  
Lis Neubeck ◽  
Kai Jin ◽  
Paul Kelly ◽  
Coral L. Hanson

Physical activity referral schemes (PARS) are a popular physical activity (PA) intervention in the UK. Little is known about the type, intensity and duration of PA undertaken during and post PARS. We calculated weekly leisure centre-based moderate/vigorous PA for PARS participants (n = 448) and PARS completers (n = 746) in Northumberland, UK, between March 2019–February 2020 using administrative data. We categorised activity levels (<30 min/week, 30–149 min/week and ≥150 min/week) and used ordinal regression to examine predictors for activity category achieved. PARS participants took part in a median of 57.0 min (IQR 26.0–90.0) and PARS completers a median of 68.0 min (IQR 42.0–100.0) moderate/vigorous leisure centre-based PA per week. Being a PARS completer (OR: 2.14, 95% CI: 1.61–2.82) was a positive predictor of achieving a higher level of physical activity category compared to PARS participants. Female PARS participants were less likely (OR: 0.65, 95% CI: 0.43–0.97) to achieve ≥30 min of moderate/vigorous LCPA per week compared to male PARS participants. PARS participants achieved 38.0% and PARS completers 45.3% of the World Health Organisation recommended ≥150 min of moderate/vigorous weekly PA through leisure centre use. Strategies integrated within PARS to promote PA outside of leisure centre-based activity may help participants achieve PA guidelines.


1971 ◽  
Vol 3 (4) ◽  
pp. 473-492 ◽  
Author(s):  
Laurie Taylor

Editorial note. March 17th, 1971 was the fiftieth anniversary of the opening by Marie Stopes of her birth control clinic in Holloway, London, the first of its kind in the UK and possibly in the world. In recognition of this notable event, the Board of the Marie Stopes Memorial Foundation, in conjunction with the University of York, has established a Marie Stopes Memorial Lecture to be given annually for a term of years. The first of the series was delivered on 12th March in the Department of Sociology, University of York, by Mr Laurie Taylor of that department. In introducing the speaker, Dr G. C. L. Bertram, the Chairman, emphasized the great contribution made by Marie Stopes to human welfare and gave a brief history of the clinic, which was soon moved to Whitfield Street. On Marie Stopes' death in 1958 the Memorial Foundation was set up to manage the clinic, still in Whitfield Street, and as a working monument to a great women.Mr Taylor's script is printed below as delivered and it will be seen that the lecture was a notable one. Not only that, but it was delivered with the verve of a Shakespearean actor and the members of the large and appreciative audience will not readily forget the occasion.


2010 ◽  
Vol 3 (2) ◽  
pp. 256-278 ◽  
Author(s):  
Marie Gillespie ◽  
Hugh Mackay ◽  
Matilda Andersson

AbstractThis article presents research on two key BBC World Service websites, BBC Persian Online and BBC Arabic Online. It draws on in-house BBC data, supplemented by our own semi-structured interviews with online editors and other key World Service staff. It examines where users of the two sites are located, their demographic characteristics and their views on and uses of the sites. The data is analyzed in the context of debates about the politics of diasporic media and communication networks and changing collective identities, the UK government's Foreign and Commonwealth Office's (FCO) strategy of 'digital diplomacy' and the World Service's stated public purpose of fostering a 'global conversation.' Our research has shown how the majority of users of both BBC Arabic and Persian Online services reside outside the geographical areas that the BBC World Service targets and may be defined as diasporic. And these two websites are not exceptional. Diasporic groups make increasing use of the BBC's online foreign language news sites but these transnational communication networks are an unintended consequence of the BBC's activities. We highlight how the internet is changing configurations of audiences and users at the BBC World Service as geographically dispersed language groups can log on to the news services from anywhere in the world. We argue that the BBC World Service can no longer be seen as an international broadcaster pursuing the BBC's motto 'nation shall speak peace unto nation.' Rather, as one of the world's largest news providers, it is implicated in the formation of new kinds of transnational communities and communications which has as yet unforeseen consequences for national identifications and for strategies of public diplomacy.


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