"We want to push the industry via communication"... Designing Communication Measures to Foster Gender Diversity in a Video Game Company

Author:

Ahmadi Michael1,Eilert Rebecca1,Weibert Anne1,Wulf Volker2,Marsden Nicola3

Affiliation:

1. University of Siegen, Siegen, NRW, Germany

2. Institute of Information Systems and New Media, Siegen, NRW, Germany

3. Heilbronn University, Heilbronn, Germany

Abstract

Participation of women in IT is still low and companies wonder which external communication measures are necessary to attract more female personnel. To gain a richer understanding of adequate gender sensitive ways of communicating towards girls and women, one needs to take into account contextual challenges. Following a Participatory Action Research approach, we conducted a qualitative field study in a video game company in a large city in Germany, identified areas of concern, and sketched out implications for gender-sensitive communication measures together with our participants. Findings show that addressing gender stereotypes, making role models visible, and using adequate channels is relevant. Some problems might be solved via short-term solutions, but the majority require a long-term perspective. Our lessons learned leave implications for companies in the IT sector who want to foster gender sensitive external communication measures and can contribute to the realization of more gender balanced working environments.

Funder

German Federal Ministry of Education and Research

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Networks and Communications,Human-Computer Interaction,Social Sciences (miscellaneous)

Cited by 4 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Players’ perceptions of sexuality and gender-inclusive video games a pragmatic content analysis of steam reviews;Convergence: The International Journal of Research into New Media Technologies;2022-10-31

2. Addressing Values in Co-Design Projects: Lessons Learned From Two Case Studies in Sensitive Contexts;Interacting with Computers;2022-01

3. Streaming your Identity: Navigating the Presentation of Gender and Sexuality through Live Streaming;Computer Supported Cooperative Work (CSCW);2020-09-23

4. Feminist Living Labs as Research Infrastructures for HCI: The Case of a Video Game Company;Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems;2020-04-21

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