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Gender Divide and the Computer Game Industry PDF

322 Pages·2013·4.685 MB·English
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Gender Divide and the Computer Game Industry Julie Prescott University of Bolton, UK Jan Bogg University of Liverpool, UK A volume in the Advances in Human and Social Aspects of Technology (AHSAT) Book Series Managing Director: Lindsay Johnston Production Manager: Jennifer Yoder Development Editor: Myla Merkel Acquisitions Editor: Kayla Wolfe Typesetter: Lisandro Gonzalez Cover Design: Jason Mull Published in the United States of America by Information Science Reference (an imprint of IGI Global) 701 E. Chocolate Avenue Hershey PA 17033 Tel: 717-533-8845 Fax: 717-533-8661 E-mail: [email protected] Web site: http://www.igi-global.com Copyright © 2014 by IGI Global. All rights reserved. No part of this publication may be reproduced, stored or distributed in any form or by any means, electronic or mechanical, including photocopying, without written permission from the publisher. Product or company names used in this set are for identification purposes only. Inclusion of the names of the products or companies does not indicate a claim of ownership by IGI Global of the trademark or registered trademark. Library of Congress Cataloging-in-Publication Data Prescott, Julie, 1975- Gender divide and the computer game industry / by Julie Prescott and Jan Boggs. pages cm Includes bibliographical references and index. Summary: “This book 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”-- Provided by publisher. ISBN 978-1-4666-4534-9 (hardcover) -- ISBN 978-1-4666-4535-6 (ebook) -- ISBN 978-1-4666-4536-3 (print & perpetual access) 1. Video games industry--Social aspects. 2. Video games--Social aspects. 3. Women computer industry employ- ees. 4. Sex discrimination in employment. I. Boggs, Jan, 1959- II. Title. HD9993.E452P74 2014 331.4’87948--dc23 2013020690 This book is published in the IGI Global book series Advances in Human and Social Aspects of Technology (AHSAT) (ISSN: 2328-1316; eISSN: 2328-1324) British Cataloguing in Publication Data A Cataloguing in Publication record for this book is available from the British Library. All work contributed to this book is new, previously-unpublished material. The views expressed in this book are those of the authors, but not necessarily of the publisher. For electronic access to this publication, please contact: [email protected]. Advances in Human and Social Aspects of Technology (AHSAT) Book Series Ashish Dwivedi The University of Hull, UK ISSN: 2328-1316 EISSN: 2328-1324 Mission In recent years, the societal impact of technology has been noted as we become increasingly more con- nected and are presented with more digital tools and devices. With the popularity of digital devices such as cell phones and tablets, it is crucial to consider the implications of our digital dependence and the presence of technology in our everyday lives. The Advances in Human and Social Aspects of Technology (AHSAT) Book Series seeks to explore the ways in which society and human beings have been affected by technology and how the technological revolution has changed the way we conduct our lives as well as our behavior. The AHSAT book series aims to publish the most cutting-edge research on human behavior and interaction with technology and the ways in which the digital age is changing society. Coverage IGI Global is currently accepting manuscripts • Activism & ICTs for publication within this series. To submit a pro- • Computer-Mediated Communication posal for a volume in this series, please contact our • Cultural Influence of ICTs Acquisition Editors at [email protected] • Cyber Behavior or visit: http://www.igi-global.com/publish/. • End-User Computing • Gender & Technology • Human-Computer Interaction • Information Ethics • Public Access to ICTs • Technoself The Advances in Human and Social Aspects of Technology (AHSAT) Book Series (ISSN 2328-1316) is published by IGI Global, 701 E. Chocolate Avenue, Hershey, PA 17033-1240, USA, www.igi-global.com. This series is composed of titles available for purchase individually; each title is edited to be contextually exclusive from any other title within the series. For pricing and ordering information please visit http:// www.igi-global.com/book-series/advances-human-social-aspects-technology/37145. Postmaster: Send all address changes to above address. Copyright © 2014 IGI Global. All rights, including translation in other languages reserved by the publisher. No part of this series may be reproduced or used in any form or by any means – graphics, electronic, or mechanical, including photocopying, recording, taping, or informa- tion and retrieval systems – without written permission from the publisher, except for non commercial, educational use, including classroom teaching purposes. The views expressed in this series are those of the authors, but not necessarily of IGI Global. Titles in this Series For a list of additional titles in this series, please visit: www.igi-global.com Emerging Research and Trends in Interactivity and the Human-Computer Interface Katherine Blashki (Noroff University College, Norway) and Pedro Isaias (Portuguese Open University, Portugal) Information Science Reference • copyright 2014 • 580pp • H/C (ISBN: 9781466646230) • US $175.00 (our price) Creating Personal, Social, and Urban Awareness through Pervasive Computing Bin Guo (Northwestern Polytechnical University, China) Daniele Riboni (University of Milano, Italy) and Peizhao Hu (NICTA, Australia) Information Science Reference • copyright 2014 • 440pp • H/C (ISBN: 9781466646957) • US $175.00 (our price) Gender Divide and the Computer Game Industry Julie Prescott (University of Bolton, UK) and Jan Bogg (The University of Liverpool, UK) Information Science Reference • copyright 2014 • 334pp • H/C (ISBN: 9781466645349) • US $175.00 (our price) User Behavior in Ubiquitous Online Environments Jean-Eric Pelet (KMCMS, IDRAC International School of Management, University of Nantes, France) and Pan- agiota Papadopoulou (University of Athens, Greece) Information Science Reference • copyright 2014 • 325pp • H/C (ISBN: 9781466645660) • US $175.00 (our price) Innovative Methods and Technologies for Electronic Discourse Analysis Hwee Ling Lim (The Petroleum Institute-Abu Dhabi, UAE) and Fay Sudweeks (Murdoch University, Australia) Information Science Reference • copyright 2014 • 546pp • H/C (ISBN: 9781466644267) • US $175.00 (our price) Advanced Research and Trends in New Technologies, Software, Human-Computer Interaction, and Communicability Francisco Vicente Cipolla-Ficarra (ALAIPO – AINCI, Spain and Italy) Information Science Reference • copyright 2014 • 361pp • H/C (ISBN: 9781466644908) • US $175.00 (our price) New Media Influence on Social and Political Change in Africa Anthony A. Olorunnisola (Pennsylvania State University, USA) and Aziz Douai (University of Ontario Institute of Technology, Canada) Information Science Reference • copyright 2013 • 373pp • H/C (ISBN: 9781466641976) • US $175.00 (our price) Cases on Usability Engineering Design and Development of Digital Products Miguel A. Garcia-Ruiz (Algoma University, Canada) Information Science Reference • copyright 2013 • 470pp • H/C (ISBN: 9781466640467) • US $175.00 (our price) Human Rights and Information Communication Technologies Trends and Consequences of Use John Lannon (University of Limerick, Ireland) and Edward Halpin (Leeds Metropolitan University, UK) Information Science Reference • copyright 2013 • 324pp • H/C (ISBN: 9781466619180) • US $175.00 (our price) 701 E. Chocolate Ave., Hershey, PA 17033 Order online at www.igi-global.com or call 717-533-8845 x100 To place a standing order for titles released in this series, contact: [email protected] Mon-Fri 8:00 am - 5:00 pm (est) or fax 24 hours a day 717-533-8661 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 ...............................................................................................................................1 Introduction ........................................................................................................................1 Conclusion ........................................................................................................................18 Chapter 2 The Computer Game Industry, Market, and Culture ..............................................................28 Introduction ......................................................................................................................28 The Computer Games Industries Current Climate: The Culture of Games and their Economic Impact ....................................................................................................30 Economic Impact of Playing Games ................................................................................33 The Upgrade Culture: The Technical Impact of Computer Games ..................................35 Games and their Cultural Impact ......................................................................................36 Family Friendly Games and Games for All ......................................................................38 Parental Mediation of Computer Games ..........................................................................40 Conclusion ........................................................................................................................42 Chapter 3 Games and Society: Can Games Make a Better World? ..........................................................51 Introduction ......................................................................................................................51 Learning, Technology and the Net Generation .................................................................53 Gender Differences in Technology Use ............................................................................54 Serious Games: Games for Learning ................................................................................56 Computer Games in the Clinical Education Environment, Game Play to Change Health Behaviour, Health Promotion and Attitudes ...............................................59 Drawbacks to Games for Learning and the Gendering of Computer Games ...................62 Conclusion ........................................................................................................................63 Chapter 4 Play Preferences and the Gendering of Gaming .....................................................................73 Introduction ......................................................................................................................73 Motivation for Game Play ................................................................................................75 Gender Differences in Computer Use and Game Play .....................................................78 Gender, Game Genre and Preferences ..............................................................................79 Massively Multiplayer Online Role-Playing Games (MMORPG’s) ...............................82 Games for Girls’ vs. Games for All: Pink Games ............................................................84 Gendered Space ................................................................................................................86 Conclusion ........................................................................................................................87 Section 2 Chapter 5 Representation, Image, and Identity .......................................................................................98 Introduction ......................................................................................................................98 Female Under-Representation in Computer Games: Why the Lack of Women within Games? ......................................................................................................100 Beyond Games: Game Culture .......................................................................................103 The Effects of the Sexist Representation of Females In Games ....................................105 Gender, Stereotypes and Identity in Games: The Hyper Sexualised Female Character ............................................................................................................107 Identity and the Avatar ....................................................................................................108 Conclusion ......................................................................................................................111 Chapter 6 Game Workers and the Gender Divide in the Production of Computer Games ...................123 Introduction ....................................................................................................................123 Gendered Occupation Segregation: Implications for Women, Society and the Computer Games Industry ....................................................................................125 Women Working in the Computer Games Industry .......................................................128 Gendered Segregation in the Computer Games Industry ...............................................130 The Gendered Pay Gap ...................................................................................................131 Reasons for Female Underrepresentation within the Industry .......................................132 Work Life Balance ..........................................................................................................133 Female Impact: Benefits to the Industry and Society .....................................................136 Working Practices ...........................................................................................................137 Conclusion ......................................................................................................................139 Chapter 7 The Experience of Women Game Developers ......................................................................147 Introduction ....................................................................................................................147 Career Motivation of Women in the Computer Games Industry ....................................148 Person-Environment Fit of Women in the Computer Games Industry ..........................149 Job Satisfaction of Women in the Computer Games Industry ........................................151 Self Issues for Women in the Computer Games Industry ..............................................152 Career Factors of Women in the Computer Games Industry ..........................................155 Life Issues for Women in the Computer Games Industry ..............................................156 Conclusion ......................................................................................................................157 Chapter 8 Issues Career Women Face ...................................................................................................170 Introduction ....................................................................................................................170 Career Barriers and Drivers ............................................................................................171 Gender Bias and Stereotypes ..........................................................................................172 Senior Women, Profile and Visibility .............................................................................174 The Leaky Pipeline to Seniority .....................................................................................177 Aspiring to Seniority ......................................................................................................178 Mentoring .......................................................................................................................180 Networking .....................................................................................................................182 Work/Life Balance ..........................................................................................................184 Conclusion ......................................................................................................................186 Chapter 9 Reflections for the Future ......................................................................................................193 Introduction ....................................................................................................................193 Career Factors and Gendered Stereotypes ......................................................................196 Gender and Time ............................................................................................................201 Gender and Support ........................................................................................................203 Conclusion ......................................................................................................................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 ix Foreword This book addresses the relationship between gender and computer gaming in three contexts. It considers the representation of gender within games themselves, the gender dynamics of gaming culture, and their production within the industry. The comprehensive examination of these issues provided in the included chapters is timely given that computer gaming continues to be perceived as both a male leisure activity and a male dominated industry. It also has wider relevance for understanding barriers to female employment in science and technology more generally, gender segregation in the labour market, and the gendering of leisure within society. Although it addresses these issues primarily from the perspective of social and organisational psychology, it also draws on relevant literature in related areas. This makes the book of relevance to a wide variety of academics, researchers and students, as well as those within the gaming and related industries. The book sets out to examine both the myths and realities of the gendering of gaming in the specified contexts in order to identify the ways in this can be recognised, challenged and changed in both production and consumption. It effectively demonstrates the economic importance of gaming as an industry and leisure activity in contemporary society. This provides an important context for demonstrating the importance of the examination of women as producers and consum- ers of games. It also addresses the issue of gendered representation within games and associated interactions in online gaming spaces, and considers possibilities for resistance to traditional gender roles. The recognition that masculinity and femininity are not homogenous categories is important, and the book effectively argues for the need to give greater consideration to this issue when examining game preferences, the gender dynamics of the activity and the industry. One of the most useful contributions is the presentation of the results of empirical research examining female experiences of working within the gaming industry itself. It also addresses emerging areas of gender and gaming, which have not currently received sustained empirical attention. These include family friendly games and parental mediation, as well as the implica- tions of gendering for the educational use of games.

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