Briand, Laura és Thellier Rebecca (2024) Breaking barriers: advancing gender equality in the video games industry. In: Sustainability can't wait! VII. BBU International Sustainability Student Conference Proceeding. Budapesti Gazdasági Egyetem, Budapest, pp. 100-116. ISBN 978-615-6886-04-0
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Abstract
In today's climate of increasing callsfor inclusivity and representation, the video gamesindustry emerges as a pertinent arena for scrutinizing gender equality. This study aims to probe the industry's intricacies, uncover disparities, and propose actionable strategies for fostering inclusivity. Key inquiries include the representation of genders across different roles in game development, barriers hindering diversity, and initiativesfor promoting equality. Employing a mixed-methods approach, this research combines quantitative analysis with qualitative exploration through interviews and surveys. By delving into industry demographics and drawing from sociological and gender studies frameworks, it seeks a comprehensive understanding of gender dynamics. Anticipated findings are expected to reveal significant disparities, particularly the underrepresentation of women and non-binary individuals in leadership positions. Furthermore, the study aims to highlight the link between diversity and creativity, emphasizing the importance of gender equality for innovation. The practical implications of this research are manifold, offering insights to enhance recruitment practices, internal policies, and cultural initiatives within video game companies. By fostering inclusive environments, businesses can boost creativity, attract diverse talent, and enhance competitiveness. Moreover, addressing gender inequality in the industry has broader societal implications, influencing public perceptions and contributing to a more equitable gaming culture. Ultimately, this research contributes to ongoing discussions on diversity and inclusion, providing valuable insights for practitioners, policymakers, and scholars invested in cultivating an inclusive and innovative gaming landscape.
Tudományterület / tudományág
társadalomtudományok > szociológiai tudományok
Intézmény
Budapesti Gazdasági Egyetem
Mű típusa: | Könyv része | |||||||||
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Kulcsszavak: | Gender equality, Inclusivity, Video games industry, Male gaze, Stereotypes | |||||||||
Felhasználó: | Eszenyi-Bakos Kinga | |||||||||
DOI azonosító: | https://doi.org/10.29180/978-615-6886-04-0_5 | |||||||||
Rekord készítés dátuma: | 2025. Jan. 13. 10:57 | |||||||||
Utolsó módosítás: | 2025. Jan. 13. 10:57 | |||||||||
URI: | https://publikaciotar.uni-bge.hu/id/eprint/2393 |
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