Empowering Women to Seek Careers in Game Development and Creative IT Studies

Author:

Sigurðardóttir Helga Dís ÍsfoldORCID

Publisher

Springer International Publishing

Reference46 articles.

1. Shaw, A.: On not becoming gamers: moving beyond the constructed audience. Ada: J. Gend. New Med. Technol. 2 (2013). https://doi.org/10.7264/n33n21b3

2. Styhre, A., Remneland-Wikhamn, B., Szczepanska, A.-M., Ljungberg, J.: Masculine domination and gender subtexts: the role of female professionals in the renewal of the Swedish video game industry. Culture Organ. 24(3), 244–261 (2018). https://doi.org/10.1080/14759551.2015.1131689

3. Sigurdardottir, H.D.I., Skevik, T.O., Ekker, K., Godejord, B.: Gender differences in perceiving digital game-based learning: back to square one? In: Munkvold, R.I., Kolås, L. (eds.) Proceedings of the 9th European Conference on Games-Based Learning, pp. 489–498. Academic Conferences International Limited, Steinkjer (2015)

4. Egenfeldt-Nielsen, S., Smith, J., Tosca, S.: Understanding Video Games. Routledge, New York (2008)

5. Lynch, T., Tompkins, J.E., van Driel, I.I., Fritz, N.: Sexy, strong, and secondary: a content analysis of female characters in video games across 31 years. J. Commun. 66(4), 564–584 (2016). https://doi.org/10.1111/jcom.12237

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