• Medientyp: E-Book
  • Titel: Gender considerations and influence in the digital media and gaming industry
  • Beteiligte: McGurren, Julie Elizabeth [HerausgeberIn]; Prescott, Julie [HerausgeberIn]
  • Körperschaft: IGI Global
  • Erschienen: Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pa., 17033, USA): IGI Global, 2014
  • Umfang: Online-Ressource(PDFs (311 pages).)
  • Sprache: Englisch
  • DOI: 10.4018/978-1-4666-6142-4
  • ISBN: 1466661429; 9781466661455; 9781466661431; 9781466661424
  • Identifikator:
  • Schlagwörter: Women in computer games Case studies ; Women in the mass media industry Case studies ; Women Employment ; Women in the professions ; Computer games industry ; Digital media industry ; Female game workers ; Gender and identity ; Male-dominated occupations ; New technologies ; Occupational segregation
  • Reproduktionsnotiz: Also available in print
  • Entstehung:
  • Anmerkungen: Includes bibliographical references
    Restricted to subscribers or individual electronic text purchasers
    Mode of access: World Wide Web
  • Beschreibung: "This book 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"--Provided by publisher.

    From the "damsel in distress" to girls' games and beyond: gender and children's gaming / Alyson E. King, Aziz Douai -- Women and men in computer science: the role of gaming in their educational goals / Jill Denner, Eloy Ortiz, Linda Werner -- The only girl in the class!: female students' experiences of gaming courses and views of the industry / Lauren Elliott, Julie Prescott -- A look inside the current climate of the video game industry / Vachon M.C. Pugh -- The experiences of women working in the computer games industry: an in-depth qualitative study / Julie Prescott, Jan Bogg -- Career development among japanese female game developers: perspective from life stories of creative professionals / Masahito Fujihara -- Women's participation in the Australian digital content industry / Anitza Geneve -- Professional socialization in STEM academia and its gendered impact on creativity and innovation / Gloria-Sophia Warmuth, Edeltraud Hanappi-Egger -- Lessons from the STEM sector / Vachon M.C. Pugh -- A framework for addressing gender imbalance in the game industry through outreach / Monica M. McGill, Adrienne Decker, Amber Settle -- Female game workers: career development, and aspirations / Julie Prescott, Jan Bogg
  • Zugangsstatus: Eingeschränkter Zugang | Informationen zu lizenzierten elektronischen Ressourcen der SLUB