Advances in Human and Social Aspects of Technology - Gender Divide and the Computer Game Industry
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9781466645349, 9781466645356

Throughout this book, the authors have disproved the dominant White, heterosexual, teen gamer image through highlighting current gamer facts and figures, as well as the research and literature in the area. However, despite these facts, figures, and previous research findings, it is apparent that the industry designs games for a White, heterosexual, male audience. Females tend to be underrepresented in games. This chapter looks at how female characters are often missing from games, especially as main characters, and when females are represented in games, they are often secondary characters and stereotypically represented most often in a hyper-sexualised way. This chapter identifies how computer games are designed for a male audience leaving female gamers as “other” within computer games and the wider gaming culture. It Discusses how females are underrepresented in games and the wider gaming culture reinforcing the “otherness” of the female gamer. It Reviews how the industry sexualises and eroticises women, and it considers how this might impact both male and female gamers as well as perpetuate the image that computer games are for boys.


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.


This chapter considers the issues women generally face in their careers and in particular in ICT and SET careers. The chapter discusses the barriers women can face in their careers and the drivers that can enable women to advance and progress in their careers. This discussion includes a review of mentoring and networking and illustrates the gender divide in access to mentors and networking opportunities. The chapter also considers work-life balance issues, which are particularly important for women working in male-dominated occupations and industries. It considers women’s lack of visibility in male-dominated occupations and industries and discusses the leaky pipeline and the factors that can aide retention and plug the pipeline for women.


In this chapter, the authors consider how computer games can be beneficial for learning and education purposes. How computer games can start the learning progress, capture the imagination, enable creativity and storytelling, and provide an understanding of the power of computing is discussed. Also considered is how games might introduce girls (and boys) to a wide range of 21st century skills, which may lead to greater engagement in science, technology, and engineering subjects. However, due to the masculinity of computer games and the computer game culture more generally, the gender divide is a major disadvantage in the uptake of games for learning.


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 introduction to the gendered digital divide and the gendered digital divide in relation to computer games specifically. In general, technology is viewed as masculine, and there are gender distinctions in relation to access to technologies and how technologies are used. In addition, there is a gender divide in terms of who is involved in the design and production of technology. This chapter also considers “otherness” aside from a gendered divide to include non-White representations, older gamers, and gay gamers. The chapter also considers the arguments as to whether games are good or bad, including a discussion on pro social games.


In the final concluding chapter, the authors review the key concepts discussed throughout the book. This includes the multiplicity of interacting factors that influence the gendering of computer games. They consider how computer games are gendered through game content and play and how the production of games is equally gendered and this male perspective in the design of games leads to the underrepresentation of women within games.


This chapter considers the careers of women more generally, not just of those in the computer game industry. The chapter considers ways forward and how the workplace can be improved to help women’s careers. This includes identifying career factors and considering a number of psychological constructs, such as stereotypes and solo status. It considers the position of women in senior management and leadership positions, explores how women are disadvantaged in the workforce, and provides the reader with an understanding of the issue of time and how this impacts the careers of women due to the long hours culture associates with many careers, especially male-dominated careers. Finally, the chapter looks at how organisational practices can support women in the workforce.


This chapter considers the position of women working in computer games through the voices of over 500 women from the international research. The chapter highlights the problems and opportunities of game work, especially pertinent in attracting and retaining women within the industry. It discusses women’s personal experiences of working in the game industry and career factors related to women’s experiences working in the computer games industry, including career motivation, person-environment fit, and job satisfaction. The chapter also identifies career factors in the computer game industry, such as career barriers and the drivers that help enhance the careers of women in this and other male-dominated industries.


This chapter discusses working practices prominent in the computer game industry. The chapter provides readers with an understanding of how working practices are gendered, which can deter women from entering into and remaining in the industry. The chapter also provides the reader with a review of the issue of gendered occupational segregation in order to understand the effect this has on individuals, society, male-dominated industries, and the computer game industry, specifically. It considers what impact more female game developers in core content creation roles could potentially have within the industry. The chapter also discusses some qualitative research findings from an international study with women working in the computer game development industry and reviews what attracts women to the industry and the issues they have experienced.


The aim of this chapter is to highlight the gender divide in regards to play styles and game preferences. The chapter considers how gender differences in relation to play and preferences reinforce and perpetuate the view that computer games are a male domain and a predominantly male leisure pursuit. Additionally, the authors discuss what makes women, and girls play differently and in what ways the genders differ and why this might be. The chapter also discusses the view of masculinity as the dominant ideology of play within the game industry, with feminine play viewed as “other,” trivialised and marginalised by the mainstream industry.


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