Gender Considerations and Influence in the Digital Media and Gaming Industry, 1st Edition

  • Julie Prescott
  • Published By:
  • ISBN-10: 1466661437
  • ISBN-13: 9781466661431
  • DDC: 331.4
  • Grade Level Range: College Freshman - College Senior
  • 313 Pages | eBook
  • Original Copyright 2014 | Published/Released December 2015
  • This publication's content originally published in print form: 2014

  • Price:  Sign in for price



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

Front Cover.
Title Page.
Copyright Page.
Advances in Human and Social Aspects of Technology (AHSAT) Book Series.
Titles in this Series.
Editorial Advisory Board.
Table of Contents.
Detailed Table of Contents.
Education, Computers, and Gaming.
1: From the “Damsel in Distress” to Girls' Games and Beyond: Gender and Children's Gaming.
2: Women and Men in Computer Science: The Role of Gaming in their Educational Goals.
3: The Only Girl in the Class! Female Students' Experiences of Gaming Courses and Views of the Industry.
The Experience of Women Working in the Computer Games Industry: An International Perspective.
4: A Look inside the Current Climate of the Video Game Industry.
5: The Experiences of Women Working in the Computer Games Industry: An In-Depth Qualitative Study.
6: Career Development among Japanese Female Game Developers: Perspective from Life Stories of Creative Professionals.
7: Women's Participation in the Australian Digital Content Industry.
Future Outlook.
8: Professional Socialization in STEM Academia and its Gendered Impact on Creativity and Innovation1.
9: Lessons from the STEM Sector.
10: A Framework for Addressing Gender Imbalance in the Game Industry through Outreach.
11: Female Game Workers, Career Development, and Aspirations.
Final Thoughts and Concluding Comments.
Related References.
Compilation of References.
About the Contributors.