The Experiences of Women Working in the Computer Games Industry

Author(s):  
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 game workers based in the UK. The women were interviewed as part of a larger study focusing on women in this male dominated industry. The issues detailed in this chapter focus on the industry as a viable career for women, the experience of being a woman working in games and the working environment; including work life balance issues, experiences of discrimination and experiences of sexism. The research discussed is related to attracting and retaining women in games development. The issues are of relevance to employers, professional bodies, policy makers and researchers of the games industry and the wider ICT and SET industries. Recommendations from the findings and future research directions are provided.

2019 ◽  
Vol 16 (1) ◽  
pp. 205-219
Author(s):  
Hasan Gürkan

Abstract The article is based on 20 in-depth interviews with women professionals conducted for a more comprehensive study focusing on gender roles within the film and television industry in Turkey. This study examines the career possibilities for women, the experience of being a woman working in television and cinema, and the working environment, including work-life balance issues, experiences of discrimination and experiences of sexism. The hypothesis of this study is that film industry is male-dominated, and women have to struggle to be able to prove themselves in this industry in the 21st century in Turkey, where the position of women is made even more difficult by the gender role codes and the structure of Turkish society.


Author(s):  
Julie Prescott ◽  
Jan Bogg

This chapter focuses on the current position and experiences of women working within the computer games industry, the Information and Communication Technology (ICT) sector and the wider context of the Science, Engineering and Technology industry (SET). Global data collected as part of a larger quantitative study on women who are currently working in the male dominated computer games industry is reviewed, in relation to the long hour’s culture associated with the sector. In addition, the lack of females, especially females with families in the gaming industry, skills shortages, work life balance and flexible working will be discussed in the games industry context. The research discussed will be related to the question of attracting and retaining women, in the games development workforce of the future. The issues discussed will be of relevance to employers, professional bodies, policy makers and researchers of the games industry and the wider ICT and SET industries. Recommendations from the findings and future research directions are provided.


2020 ◽  
pp. 251512742097966
Author(s):  
Birgitte Wraae ◽  
Candida Brush ◽  
Shahrokh Nikou

Significant research explores effectiveness of entrepreneurial curriculum, teaching innovations and programs, but less often studied is the role of entrepreneurship educators. The way that the educator sees his or her role relative to the students is of critical importance because this directly influences pedagogy choices, expectations for students and learning outcomes, as well as job satisfaction. While recent studies propose typologies characterizing pedagogical approaches of educators, few of these are based on the data from entrepreneurship educators. Framed within role identity theory, we conducted 13 in–depth interviews to examine how entrepreneurship educators perceive their role. Using the qualitative data analysis tool (NVivo), we analyzed how the relationship between their perceptions of their role and core value orientation is connected to teaching approaches. Results show that these educators view their roles as teacher-focused, network-focused, or student-focused and that these perspectives are associated with different perceptions of students’ role and learning objectives. Further, we find different levels of emphasis on roles and that personal core values are differentially linked to these roles. Implications and future research directions are discussed.


2021 ◽  
Author(s):  
Emelia Delaney ◽  
Wei Liu

Abstract The aim of sustainability is to fulfil the needs of current generations without compromising the needs of future generations. It is also a rising area of concern within industry, it is therefore important that graduate designers are equipped with the skills to accommodate sustainability issues as well as demands from industry. Additionally, the product design stage during New Product Development has been identified to have the greatest impact on the sustainability of the entire product, however how educated designers are on the topic of sustainability is unclear. An initial literature review has been conducted to investigate design education on sustainability as well as teaching styles. Following this the study identifies and reviews UK Product Design courses to establish the current status of sustainability integration in higher education. The exploration into university prospectuses has found that around half of UK universities implement sustainability in some way, however there are limited courses which dedicate specific modules to sustainability. Additionally, links with industry and accreditation organizations between UK product design courses have been confirmed, but there is no definite information to suggest that the universities use this to aid in the implementation sustainability education. From this review future research directions have been outlined.


Author(s):  
Annie Danbury ◽  
Maria Palazzo ◽  
Kathleen Mortimer ◽  
Alfonso Siano

The creation of a trustworthy brand identity through advertising has received relatively little attention in European marketing research. Thus, in this chapter, we explore this relationship by undertaking focus group research in the UK and Italy to identify the characteristics of print advertisements perceived as portraying a trustworthy image. The results show that advertisements that are simple, straightforward and clear are perceived as being more trustworthy. However, findings in this chapter also show some differences between our national samples in relation to factors such as colour perception and consumer ethnocentrism. Young consumers are also quite critical of current advertising efforts in building a trustworthy brand image. A discussion of potential solutions and future research directions is provided.


2016 ◽  
pp. 1723-1738
Author(s):  
Iheanyi Chuku Egbuta ◽  
Brychan Thomas ◽  
Said Al-Hasan

The aims of the chapter are to consider the strategic green issues of teleworking in terms of the environment, transport, location, office space, and resource use for modern organisations and business sectors and to formulate a conceptual model of the processes involved. In fact, teleworking technologies are variously implemented for green computing initiatives, and the many advantages include lower greenhouse gas emissions related to travel, greater worker satisfaction, and as a result of lower overhead office costs, increased profit margins. The chapter initially investigates the appropriateness of a working definition of teleworking with regard to green computing, and following this, explores the benefits and barriers of teleworking in a green computing environment. The theoretical frameworks and models of teleworking are then considered, and a conceptual model of the contribution of teleworking to green computing is formulated. It is the intention of the chapter to identify and articulate those teleworking concepts that will be useful to academicians, scientists, business entrepreneurs, practitioners, managers, and policy makers, and to indicate future research directions for research scholars and students with similar interests.


2019 ◽  
Vol 3 (2) ◽  
pp. 36 ◽  
Author(s):  
Dilip Birdja ◽  
Elif Özcan

In this paper, the sleep phenomenon is considered in relation to critical care soundscapes with the intention to inform hospital management, medical device producers and policy makers regarding the complexity of the issue and possible modes of design interventions. We propose a comprehensive strategy based on soundscape design approach that facilitates a systematic way of tackling the auditory quality of critical care settings in favor of better patient sleep experience. Future research directions are presented to tackle the knowledge deficits in designing for critical care soundscapes that cater for patient sleep. The need for scientifically-informed design interventions for improving patient sleep experience in critical care is highlighted. The value of the soundscape design approach for resolving other sound-induced problems in critical care and how the approach allows for patient-centred innovation that is beyond the immediate sound issue are further discussed.


2004 ◽  
Vol 21 (4) ◽  
pp. 254-263 ◽  
Author(s):  
Emin Babakus ◽  
T. Bettina Cornwell ◽  
Vince Mitchell ◽  
Bodo Schlegelmilch

Examining individual tolerance for unethical consumer behavior provides a key insight to how people behave as consumers worldwide. In this study, consumer reactions to 11 unethical consumer behavior scenarios are investigated using sample data from Austria, Brunei, France, Hong Kong, the UK, and the USA. Nationality is found to be a significant predictor of how consumers view various questionable behaviors. Gender is not a significant predictor, while age and religious affiliation are found to be significant predictors of consumer ethical perceptions. The study identifies distinct consumer clusters based on their perceptions of consumer unethical behavior. Implications of the findings are discussed and future research directions are provided.


2001 ◽  
Vol 35 (3/4) ◽  
pp. 457-484 ◽  
Author(s):  
Isabelle Maignan ◽  
O.C. Ferrell

Confronted with increasing pressures to limit government spending on social welfare, more and more public policy makers welcome the growing social involvement of corporations. Yet, inasmuch as corporate citizenship may be desirable for society as a whole, it is unlikely to be embraced by a large number of organizations unless it is associated with concrete business benefits. This paper presents past findings and proposes future research directions useful for understanding the potential value of corporate citizenship as a marketing tool. Specifically, after examining the nature of corporate citizenship, the paper discusses its potential impact, first on consumers, then on employees. Two conceptual frameworks are introduced to guide research on the value of corporate citizenship in terms of external and internal marketing respectively.


2016 ◽  
Vol 53 (4) ◽  
pp. 424-450 ◽  
Author(s):  
Leanne Norman ◽  
Alexandra Rankin-Wright

In shifting our gaze to the sociological impact of being in the minority, the purpose of this study was to substantiate a model of gendered social well-being to appraise women coaches’ circumstances, experiences and challenges as embedded within the social structures and relations of their profession. This is drawn on in-depth interviews with a sample of head women coaches within the UK. The findings demonstrate that personal lives, relationships, social and family commitments were sidelined by many of the participants in order to meet the expectations of being a (woman) coach. We locate these experiences in the organisational practices of high performance sport which hinder women coaches from having meaningful control over their lives. The complexities of identity are also revealed through the interplay of gender with (dis)ability, age and whiteness as evidence of hegemonic femininity within the coaching profession. Consequently, for many women, coaching is experienced as a ‘developmental dead-end’.


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