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Gender Divide and the Computer Game Industry

Book Description

While women maintain an increased visibility in the games culture, the issues involving gender in computing gaming is still relevant; and it is evident that the industry could benefit from the involvement of women in all aspects from consumer to developer. Gender Divide and the Computer Game Industry takes a look at the games industry from a gendered perspective and highlights the variety of ways in which women remain underrepresented in this industry. This reference source provides a comprehensive overview on the issue of gender, computer games, and the ICT sector. It supplies students and academics in numerous disciplines with the concerns of the computer games industry, male dominated occupations, and the complexity of gender in the workforce.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
  5. Foreword
  6. Preface
    1. INTRODUCTION
    2. AIMS OF THIS BOOK
    3. ORGANISATION OF THE BOOK
    4. A COMMON GROUND
  7. Acknowledgment
  8. Section 1
    1. Chapter 1: Introduction
      1. ABSTRACT
      2. INTRODUCTION
      3. CONCLUSION
    2. Chapter 2: The Computer Game Industry, Market, and Culture
      1. ABSTRACT
      2. INTRODUCTION
      3. THE COMPUTER GAMES INDUSTRIES CURRENT CLIMATE: THE CULTURE OF GAMES AND THEIR ECONOMIC IMPACT
      4. ECONOMIC IMPACT OF PLAYING GAMES
      5. THE UPGRADE CULTURE: THE TECHNICAL IMPACT OF COMPUTER GAMES
      6. GAMES AND THEIR CULTURAL IMPACT
      7. FAMILY FRIENDLY GAMES AND GAMES FOR ALL
      8. PARENTAL MEDIATION OF COMPUTER GAMES
      9. CONCLUSION
    3. Chapter 3: Games and Society
      1. ABSTRACT
      2. INTRODUCTION
      3. LEARNING, TECHNOLOGY AND THE NET GENERATION
      4. GENDER DIFFERENCES IN TECHNOLOGY USE
      5. SERIOUS GAMES: GAMES FOR LEARNING
      6. COMPUTER GAMES IN THE CLINICAL EDUCATION ENVIRONMENT, GAME PLAY TO CHANGE HEALTH BEHAVIOUR, HEALTH PROMOTION AND ATTITUDES
      7. DRAWBACKS TO GAMES FOR LEARNING AND THE GENDERING OF COMPUTER GAMES
      8. CONCLUSION
    4. Chapter 4: Play Preferences and the Gendering of Gaming
      1. ABSTRACT
      2. INTRODUCTION
      3. MOTIVATION FOR GAME PLAY
      4. GENDER DIFFERENCES IN COMPUTER USE AND GAME PLAY
      5. GENDER, GAME GENRE AND PREFERENCES
      6. MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAMES (MMORPG’s)
      7. GAMES FOR GIRLS’ VS GAMES FOR ALL: PINK GAMES
      8. GENDERED SPACE
      9. CONCLUSION
  9. Section 2
    1. Chapter 5: Representation, Image, and Identity
      1. ABSTRACT
      2. INTRODUCTION
      3. FEMALE UNDER-REPRESENTATION IN COMPUTER GAMES: WHY THE LACK OF WOMEN WITHIN GAMES?
      4. BEYOND GAMES: GAME CULTURE
      5. THE EFFECTS OF THE SEXIST REPRESENTATION OF FEMALES IN GAMES
      6. GENDER, STEREOTYPES AND IDENTITY IN GAMES: THE HYPER SEXUALISED FEMALE CHARACTER
      7. IDENTITY AND THE AVATAR
      8. CONCLUSION
    2. Chapter 6: Game Workers and the Gender Divide in the Production of Computer Games
      1. ABSTRACT
      2. INTRODUCTION
      3. GENDERED OCCUPATION SEGREGATION: IMPLICATIONS FOR WOMEN, SOCIETY AND THE COMPUTER GAMES INDUSTRY
      4. WOMEN WORKING IN THE COMPUTER GAMES INDUSTRY
      5. GENDERED SEGREGATION IN THE COMPUTER GAMES INDUSTRY
      6. THE GENDERED PAY GAP
      7. REASONS FOR FEMALE UNDERREPRESENTATION WITHIN THE INDUSTRY
      8. WORK LIFE BALANCE
      9. FEMALE IMPACT: BENEFITS TO THE INDUSTRY AND SOCIETY
      10. WORKING PRACTICES
      11. CONCLUSION
    3. Chapter 7: The Experience of Women Game Developers
      1. ABSTRACT
      2. INTRODUCTION
      3. CAREER MOTIVATION OF WOMEN IN THE COMPUTER GAMES INDUSTRY
      4. PERSON-ENVIRONMENT FIT OF WOMEN IN THE COMPUTER GAMES INDUSTRY
      5. JOB SATISFACTION OF WOMEN IN THE COMPUTER GAMES INDUSTRY
      6. SELF ISSUES FOR WOMEN IN THE COMPUTER GAMES INDUSTRY
      7. CAREER FACTORS OF WOMEN IN THE COMPUTER GAMES INDUSTRY
      8. LIFE ISSUES FOR WOMEN IN THE COMPUTER GAMES INDUSTRY
      9. CONCLUSION
    4. Chapter 8: Issues Career Women Face
      1. ABSTRACT
      2. INTRODUCTION
      3. CAREER BARRIERS AND DRIVERS
      4. GENDER BIAS AND STEREOTYPES
      5. SENIOR WOMEN, PROFILE AND VISIBILITY
      6. THE LEAKY PIPELINE TO SENIORITY
      7. ASPIRING TO SENIORITY
      8. MENTORING
      9. NETWORKING
      10. WORK/LIFE BALANCE
      11. CONCLUSION
    5. Chapter 9: Reflections for the Future
      1. ABSTRACT
      2. INTRODUCTION
      3. CAREER FACTORS AND GENDERED STEREOTYPES
      4. GENDER AND TIME
      5. GENDER AND SUPPORT
      6. CONCLUSION
    6. Chapter 10: Final Thoughts and Concluding Comments
      1. ABSTRACT
      2. INTRODUCTION
      3. THE NEW INDUSTRY OF COMPUTER GAMES: NEW INDUSTRY SAME OLD ISSUES
      4. GENERATIONAL DIFFERENCES
      5. OUR STUDY FINDINGS
      6. GUIDING MESSAGE: THE GENDERED DIVIDE IN COMPUTER GAMES AND GAMING CULTURE
      7. THE WAY FORWARD: FUTURE RESEARCH QUESTIONS
      8. APPENDIX: ONLINE RESOURCES
  10. Compilation of References
  11. About the Authors
  12. Related References