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Contribution to Book
A Framework for Addressing Gender Imbalance in the Game Industry through Outreach
Gender Considerations and Influence in the Digital Media and Gaming Industry (2014)
  • Monica M. McGill, Bradley University
  • Adrienne Decker, Rochester Institute of Technology
  • Amber Settle, DePaul University
Abstract
Though the lack of diversity in the game industry workforce has received a great deal of attention recently, few initiatives have been implemented to address it. In particular, gender composition in the game industry workforce and among students studying games at post-secondary institutions is highly imbalanced, with an approximate 9 to 1 ratio of male to female students. This chapter considers three key aspects: 1) the current demographics of the game industry, 2) the effects of gender imbalance on the game industry and one of its current pipelines, and 3) a potential framework to address the imbalance. The proposed outreach strategy is informed by a discussion of established frameworks for initiating change in related fields. The chapter concludes with suggestions for future research to address the gender imbalance in the game industry and its pipeline.
Publication Date
January 1, 2014
Editor
Julie Prescott (University of Bolton, UK) and Julie Elizabeth McGurren (Codemasters, UK)
Publisher
Information Science Reference (an imprint of IGI Global)
ISBN
9781466661424
DOI
10.4018/978-1-4666-6142-4.ch010
Citation Information
Monica M. McGill, Adrienne Decker and Amber Settle. "A Framework for Addressing Gender Imbalance in the Game Industry through Outreach" Hershey, PA.Gender Considerations and Influence in the Digital Media and Gaming Industry (2014) p. 186 - 205
Available at: http://works.bepress.com/asettle/21/