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9 av 100: om könssegregationen inom den digitala spelindustrin
Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för geografi och ekonomisk historia, Ekonomisk historia.
2013 (svensk)Rapport (Annet vitenskapelig)
Abstract [en]

The aim of this article is to describe the gender segregation and the existing barriers preventing a more equal gender representation within the Swedish game development industry. There has always been a strong belief in computer technology and new information technology and its potential to create a more equal and democratic society. These hopes have rarely materialized. Instead the same problems remain. Digital games are currently one of the most important popular cultural commodities and affect many people both young and old. This study shows that although the industry has expanded rapidly, the gender segregation is still comprehensive. There seems to be three kinds of obstacles to a greater integration. The first kind are structural problems surrounding how companies are established and how they expand. The second kind are internal factors like workload, negative jargon and the kind of games that are games created. Finally there are problems related to external conditions such as education and the game culture as a whole. These barriers seem to reproduce gender imbalance and create a complex system where multiple changes are required to achieve a positive development and gender balance within the industry.

sted, utgiver, år, opplag, sider
Umeå: Umeå universitet , 2013. , s. 24
Serie
Umeå papers in economic history, ISSN 1653-7378 ; 42
Emneord [sv]
Könssegregation, jämställdhet, spelindustrin, Sverige, datorspel, tv-spel
HSV kategori
Forskningsprogram
ekonomisk historia
Identifikatorer
URN: urn:nbn:se:umu:diva-139248Lokal ID: 881251-881253OAI: oai:DiVA.org:umu-139248DiVA, id: diva2:8690
Tilgjengelig fra: 2019-01-25 Laget: 2019-01-25 Sist oppdatert: 2022-12-27

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