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Gender Considerations and Influence in the Digital Media and Gaming Industry

Gender Considerations and Influence in the Digital Media and Gaming Industry
Author(s)/Editor(s): Julie Prescott (University of Bolton, UK)and Julie Elizabeth McGurren (Codemasters, UK)
Copyright: ©2014
DOI: 10.4018/978-1-4666-6142-4
ISBN13: 9781466661424
ISBN10: 1466661429
EISBN13: 9781466661431

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View Gender Considerations and Influence in the Digital Media and Gaming Industry on the publisher's website for pricing and purchasing information.


Description

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.



Reviews and Testimonials

International contributors to this book include scholars in interactive media, computer science, and mass communications, as well as practitioners in business areas such as gender and diversity management, and researchers and practitioners in interactive games and media, online gaming, and cyber psychology. Section 1 explores the interrelationships between education, computers, and gaming. Section 2 is devoted to the experiences of women working in the computer games industry around the world; in addition to four full chapters on the topic, this section also contains profiles of 12 women working in the computer games industry. Section 3 looks at future trends. Some specific subjects include the role of gaming in men’s and women’s educational goals, gender and children’s gaming, women’s participation in the Australian digital content industry, and career development among Japanese female game developers. Of special interest is a framework for addressing gender imbalance in the game industry through outreach.

– ProtoView Book Abstracts (formerly Book News, Inc.)

Author's/Editor's Biography

Julie Prescott (Ed.)
Julie Prescott (CPsychol, PhD, MA, BSc) is a lecturer in Psychology at the University of Bolton. Julie gained her PhD from the Faculty of Health and Life Sciences at The University of Liverpool, UK, in 2011. Julie has a research career spanning over ten years in academic and public sector environments. Julie’s background is in psychology and women’s studies; she has a particular interest in women’s careers, especially in terms of barriers and drivers, occupational segregation, and the experiences of women working in male dominated occupations/industries, in particular the computer games industry. Julie has published one book entitled Gendered Occupational Differences in Science, Engineering, and Technology Careers (co-authored with Jan Bogg).

Julie McGurren (Ed.)
Julie McGurren (BA, MSc) has worked in the UK games industry since 1999 where following studying a Masters in Computer Graphics at Teesside University she joined the Liverpool based games company Bizarre Creations. After working as an artist on Metropolis Street Racer and PGR1/2 she moved in an art management role on PGR3 and continued to work in this position on PGR4 and BLUR. These games have sold millions of copies across the globe and are rated highly amongst critics and gamers alike. After Bizarre closed in 2011 she moved to Codemasters and has worked as an Art Producer on DIRT Showdown and GRID2, the sequel to the critically acclaimed and BAFTA awarding winning GRID. She continues to work at Codemasters as an Art Producer on an unannounced title.

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