Gender Divide and the Computer Game Industry Julie Prescott

Gender
Divide
Computer
and
Game
the
Industry
Julie Prescott
University of Bolton, UK
Jan ßogg
University of Liverpool, UK
A volume in the Advances in Human and
Social Aspects of Technology (AHSAT)
Book Series
I Information Science I
REFERENCE
An Imprint of IGI Global
Table of Contents
Foreword
ix
Preface
xi
Acknowledgment
xviii
Section 1
Chapter 1
Introduction: Why the Gender Divide in Computer Games is an Important and
Timely Issue
Introduction
Conclusion
Chapter 2
The Computer Game Industry, Market, and Culture
Introduction
The Computer Games Industries Current Climate: The Culture of Games and their
Economic Impact
Economic Impact of Playing Games
The Upgrade Culture: The Technical Impact of Computer Games
Games and their Cultural Impact
Family Friendly Games and Games for All
Parental Mediation of Computer Games
Conclusion
1
1
18
28
28
30
33
35
36
38
40
42
Chapter 3
Games and Society: Can Games Make a Better World?
Introduction
Learning, Technology and the Net Generation
Gender Differences in Technology Use
Serious Games: Games for Learning
Computer Games in the Clinical Education Environment, Game Play to Change
Health Behaviour, Health Promotion and Attitudes
Drawbacks to Games for Learning and the Gendering of Computer Games
Conclusion
59
62
63
Chapter 4
Play Preferences and the Gendering of Gaming
Introduction
Motivation for Game Play
Gender Differences in Computer Use and Game Play
Gender, Game Genre and Preferences
Massively Multiplayer Online Role-Playing Games (MMORPG's)
Games for Girls' vs. Games for All: Pink Games
Gendered Space
Conclusion
73
73
75
78
79
82
84
86
87
51
51
53
54
56
Section 2
Chapter 5
Representation, Image, and Identity
Introduction
Female Under-Representation in Computer Games: Why the Lack of Women
within Games?
Beyond Games: Game Culture
The Effects of the Sexist Representation of Females In Games
Gender, Stereotypes and Identity in Games: The Hyper Sexualised
Female Character
Identity and the Avatar
Conclusion
98
98
100
103
105
107
108
111
Chapter 6
Game Workers and the Gender Divide in the Production of Computer Games
Introduction
Gendered Occupation Segregation: Implications for Women, Society and the
Computer Games Industry
Women Working in the Computer Games Industry
Gendered Segregation in the Computer Games Industry
The Gendered Pay Gap
Reasons for Female Underrepresentation within the Industry
Work Life Balance
Female Impact: Benefits to the Industry and Society
Working Practices
Conclusion
125
128
130
131
132
133
136
137
139
Chapter 7
The Experience of Women Game Developers
Introduction
Career Motivation of Women in the Computer Games Industry
Person-Environment Fit of Women in the Computer Games Industry
Job Satisfaction of Women in the Computer Games Industry
Seif Issues for Women in the Computer Games Industry
Career Factors of Women in the Computer Games Industry
Life Issues for Women in the Computer Games Industry
Conclusion
147
147
148
149
151
152
155
156
157
Chapter 8
Issues Career Women Face
Introduction
Career Barriers and Drivers
Gender Bias and Stereotypes
Senior Women, Profile and Visibility
The Leaky Pipeline to Seniority
Aspiring to Seniority
Mentoring
Networking
Work/Life Balance
Conclusion
170
170
171
172
174
177
178
180
182
184
186
123
123
Chapter 9
Reflections for the Future
Introduction
Career Factors and Gendered Stereotypes
Gender and Time
Gender and Support
Conclusion
193
193
196
201
203
206
Chapter 10
Final Thoughts and Concluding Comments
216
Introduction
216
The New Industry of Computer Games: New Industry Same Old Issues
218
Generational Differences
219
Our Study Findings
220
Guiding Message: The Gendered Divide in Computer Games and Gaming Culture ....222
The Way Forward: Future Research Questions
229
Related References
240
Compilation of References
266
About the Authors
299
Index
300