Abstract
Purpose -- The digital game industry (mobile, console, computer) is dominated by men, especially in technical and artistic roles. This study explores the experiences and views of all people around the gender institution with game development.
Design / Method -- The research is based on data collected from an ongoing ethnography based in an interorganizational space and focusing on creative and institutional factors. The people and companies involved are all small and micro indie developers.
Findings -- Very preliminary findings suggest that gender is a significant consideration and factor for women and less so for many men.
Originality / Value -- Women represent over 40% of digital game players but less than 15% of technical and creative game developers. An exploration of the experiences of digital game makers - women and otherwise - provides insight into the factors shaping the games made for over 2 billion players worldwide.
Design / Method -- The research is based on data collected from an ongoing ethnography based in an interorganizational space and focusing on creative and institutional factors. The people and companies involved are all small and micro indie developers.
Findings -- Very preliminary findings suggest that gender is a significant consideration and factor for women and less so for many men.
Originality / Value -- Women represent over 40% of digital game players but less than 15% of technical and creative game developers. An exploration of the experiences of digital game makers - women and otherwise - provides insight into the factors shaping the games made for over 2 billion players worldwide.
Original language | English |
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Publication status | Published - 21 May 2019 |
Event | Gender, Social Justice and Innovation Conference - Duration: 21 May 2019 → 22 May 2019 |
Conference
Conference | Gender, Social Justice and Innovation Conference |
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Period | 21/05/2019 → 22/05/2019 |
Bibliographical note
Presentation given during the early part of the research study. Findings were preliminary. Winner of Best Presentation at the two-day conference.Keywords
- Creativity
- Institutional pressures
- Digital
- Video Game Use
- Gender differences
- mobile phones
- innovation
Fingerprint
Dive into the research topics of 'The Game Engine: The Role of Technical and Creative Women in Video Game Development'. Together they form a unique fingerprint.Student theses
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An ethnographic study of institutional work in a creative proto-institutional place
Gidley, D. (Author), Palmer, M. (Supervisor) & Crone, M. (Supervisor), Jul 2021Student thesis: Doctoral Thesis › Doctor of Philosophy
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