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Gender Considerations and Influence in the Digital Media and Gaming Industry

Book Description

Occupational segregation is an important issue and can be detrimental to women. There is a strong need for more women in science, engineering, and information technology, which are traditionally male dominated fields. Female representation in the computer gaming industry is a potential way to increase the presence of women in other computer-related fields. Gender Considerations and Influence in the Digital Media and Gaming Industry provides a collection of high-quality empirical studies and personal experiences of women working in male-dominated fields with a particular focus on the media and gaming industries. Providing insight on best methods for attracting and retaining women in these fields, this volume is a valuable reference for executives and members of professional bodies who wish to encourage women in their career progression.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
  5. Editorial Advisory Board and List of Reviewers
    1. Editorial Advisory Board
  6. Foreword
    1. REFERENCES
  7. Preface
    1. INTRODUCTION
    2. AIMS OF THIS BOOK
    3. ORGANISATION OF THE BOOK
    4. A COMMON GROUND
    5. REFERENCES
  8. Acknowledgment
  9. Section 1: Education, Computers, and Gaming
    1. Profile 1: Carrie Warwick
    2. Profile 2: Elinor Townsend
    3. Profile 3: Anna Ljungberg
    4. Profile 4: Jo Daly
    5. Chapter 1: From the “Damsel in Distress” to Girls' Games and Beyond
      1. ABSTRACT
      2. INTRODUCTION: CHILDREN’S GAMES IN CONTEXT
      3. VIOLENCE AND HYPERSEXUALITY IN GAMING: AN HISTORICAL CONTEXT
      4. A PERSISTING “GENDER DIVIDE”: CURRENT TRENDS IN THE GAMES DEVELOPMENT INDUSTRY
      5. THE CASE OF WEBKINZ™ WORLD
      6. CONCLUSION
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
      10. ENDNOTES
    6. Chapter 2: Women and Men in Computer Science
      1. ABSTRACT
      2. BACKGROUND
      3. METHODS
      4. RESULTS
      5. DISCUSSION
      6. REFERENCES
      7. ADDITIONAL READING
      8. KEY TERMS AND DEFINITIONS
    7. Chapter 3: The Only Girl in the Class!
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. METHODOLOGY
      5. FINDINGS
      6. RECOMMENDATIONS
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
      9. REFERENCES
      10. ADDITIONAL READING
      11. KEY TERMS AND DEFINITIONS
  10. Section 2: The Experience of Women Working in the Computer Games Industry: An International Perspective
    1. Profile 5: Fiona Cherbak
    2. Profile 6: Sheri Graner Ray
    3. Profile 7: Lindsey “Lindz” Williamson Christy
    4. Profile 8: Julie McGurren
    5. Profile 9: Althea Deane
    6. Profile 10: Dianne Botham
    7. Profile 11: Joy Dey
    8. Profile 12: Hannah Payne
    9. Chapter 4: A Look inside the Current Climate of the Video Game Industry
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. GENDER BREAKDOWN BY DEPARTMENT
      5. POSSIBLE CAUSES
      6. CONCLUSION
      7. FUTURE QUESTIONS/RESEARCH
      8. REFERENCES
      9. ADDITIONAL READING
      10. KEY TERMS AND DEFINITIONS
    10. Chapter 5: The Experiences of Women Working in the Computer Games Industry
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. METHODOLOGY
      5. RECOMMENDATIONS
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. REFERENCES
      9. ADDITIONAL READING
      10. KEY TERMS AND DEFINITIONS
    11. Chapter 6: Career Development among Japanese Female Game Developers
      1. ABSTRACT
      2. INTRODUCTION
      3. METHODOLOGY
      4. RESULTS AND DISCUSSION
      5. CONCLUSION
      6. FUTURE RESEARCH DIRECTIONS
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
    12. Chapter 7: Women's Participation in the Australian Digital Content Industry
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. FUTURE RESEARCH DIRECTIONS
      5. CONCLUSION
      6. REFERENCES
      7. ADDITIONAL READING
      8. KEY TERMS AND DEFINITIONS
  11. Section 3: Future Outlook
    1. Profile 13 :Sabine Hahn
    2. Profile 14: Elizabeth Richardson
    3. Profile 15: Faye Windsor-Smith
    4. Profile 16: Phil Goddard
    5. Chapter 8: Professional Socialization in STEM Academia and its Gendered Impact on Creativity and Innovation
      1. ABSTRACT
      2. INTRODUCTION
      3. PROFESSIONAL SOCIALIZATION IN STEM ORGANIZATIONS
      4. “BELONGING TO”: THE DEVELOPMENT OF PROFESSIONAL SCRIPTS IN STEM ORGANIZATIONS
      5. CASE STUDY: PROFESSIONAL SCRIPTS IN STEM ACADEMIA
      6. METHOD
      7. FINDINGS
      8. LESSONS LEARNED: STEM-PROFESSION SCRIPTS AND THEIR IMPACT ON CREATIVITY AND INNOVATION
      9. CONCLUSION
      10. REFERENCES
      11. ADDITIONAL READING
      12. KEY TERMS AND DEFINITIONS
      13. ENDNOTES
    6. Chapter 9: Lessons from the STEM Sector
      1. ABSTRACT
      2. STEM AND THE VIDEO GAME INDUSTRY
      3. STEM RELATED STUDIES
      4. NON-STEM RELATED STUDIES
      5. RESULTS OF LITERATURE REVIEW
      6. TAKE-AWAY MESSAGES
      7. CONCLUSION
      8. FUTURE QUESTIONS/RESEARCH
      9. REFERENCES
      10. ADDITIONAL READING
      11. KEY TERMS AND DEFINITIONS
    7. Chapter 10: A Framework for Addressing Gender Imbalance in the Game Industry through Outreach
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. ADDRESSING GENDER IMBALANCE: A FRAMEWORK FOR A MORE INCLUSIVE INDUSTRY
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
    8. Chapter 11: Female Game Workers Career Development, and Aspirations
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. METHOD
      5. DISCUSSION
      6. LIMITATIONS AND FUTURE DIRECTION
      7. CONCLUSION
      8. REFERENCES
      9. ADDITIONAL READING
      10. KEY TERMS AND DEFINITIONS
  12. Final Thoughts and Concluding Comments
    1. GUIDING MESSAGE OF THE RESEARCH
    2. THEMES AND COMMONALITIES FROM THE PROFILES
    3. THE WAY FORWARD: FUTURE RESEARCH QUESTIONS
    4. A COMMON GROUND: FUTURE POSSIBILITIES
    5. REFERENCES
    6. ONLINE RESOURCES
  13. Related References
  14. Compilation of References
  15. About the Contributors