There is surprisingly little empirical research into the experiences of women working in the male-dominated video game industry. However, mainstream media interviews with female video game professionals allude to negative experiences such as misogyny, bullying, and harassment. We conducted a two-phase study to better understand the gendered culture in the video game industry. In Phase 1, we conducted a reflexive thematic analysis of N = 10 publicly available interviews with female video game professionals. The resulting themes were used to develop bespoke interview questions for Phase 2, which involved new interviews (N = 5) to further enrich and contextualise findings. Participants included female game developers, content creators, esportscasters, esports competitors, streamers, and other key professions in the gaming industry. We found consistent trends regardless of role that clearly elucidated current hazards facing women in the industry, the safeguards they utilise to protect themselves from these hazards, the sources of satisfaction in their jobs (and indeed whether they are satisfied), and suggestions for strategies that could make the video game industry safer for female workers. Our findings present an important first step towards informing industry and legislators on how to enact positive changes that enable women to thrive in this burgeoning industry.

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Exploring the Experiences of Women Working in the Male-Dominated Video Game Industry

  • Sarah N. Menz,
  • Sarven S. McLinton

摘要

There is surprisingly little empirical research into the experiences of women working in the male-dominated video game industry. However, mainstream media interviews with female video game professionals allude to negative experiences such as misogyny, bullying, and harassment. We conducted a two-phase study to better understand the gendered culture in the video game industry. In Phase 1, we conducted a reflexive thematic analysis of N = 10 publicly available interviews with female video game professionals. The resulting themes were used to develop bespoke interview questions for Phase 2, which involved new interviews (N = 5) to further enrich and contextualise findings. Participants included female game developers, content creators, esportscasters, esports competitors, streamers, and other key professions in the gaming industry. We found consistent trends regardless of role that clearly elucidated current hazards facing women in the industry, the safeguards they utilise to protect themselves from these hazards, the sources of satisfaction in their jobs (and indeed whether they are satisfied), and suggestions for strategies that could make the video game industry safer for female workers. Our findings present an important first step towards informing industry and legislators on how to enact positive changes that enable women to thrive in this burgeoning industry.