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DIGITAL GAMES Cover Image Image Courtesy of League of Geeks
DIGITAL GAMES Cover image Image courtesy of League of Geeks This page Image courtesy of PAX Australia 2016 Facing page Image courtesy of League of Geeks DISCLAIMER Austrade does not endorse or guarantee the performance or suitability of any introduced party or accept liability for the accuracy or usefulness of any information contained in this Report. Please use commercial discretion to assess the suitability of any business introduction or goods and services offered when assessing your business needs. Austrade does not accept liability for any loss associated with the use of any information and any reliance is entirely at the user’s discretion. © Commonwealth of Australia 2017 This work is copyright. Apart from any use as permitted under the Copyright Act 1968, no part may be reproduced by any process without prior written permission from the Commonwealth, available through the Australian Trade & Investment Commission. Requests and inquiries concerning reproduction and rights should be addressed to the Marketing Manager, Austrade, GPO Box 5301, Sydney NSW 2001 or by email to [email protected] Publication date: July 2017 2 DIGITAL GAMES TALENTED AND EXPERIENCED VIDEO GAME PROFESSIONALS DIGITAL GAMES 3 INTRODUCTION The Australian game development industry has a long INDUSTRY history of performing at a high level within a competitive OVERVIEW global industry. Australian-made games have topped sales charts, received major industry awards and INDUSTRY STRENGTHS enjoyed wide coverage in the international media. The video game sector is bolstered by This report provides an overview of the INDUSTRY strong capability in other complementary Australian video game industry’s key ORGANISATIONS industries, including animation and visual capabilities. -
Indie Inclusion?: Analyzing Diversity in the Independent Video
INDIE INCLUSION?: ANALYZING DIVERSITY IN THE INDEPENDENT VIDEO GAME INDUSTRY by ALEAH TIERNEY KILEY A THESIS Presented to the School of Journalism and Communication and the Graduate School of the University of Oregon in partial fulfillment of the requirements for the degree of Master of Science June 2016 THESIS APPROVAL PAGE Student: Aleah Tierney Kiley Title: Indie Inclusion?: Analyzing Diversity in the Independent Video Game Industry This thesis has been accepted and approved in partial fulfillment of the requirements for the Master of Science degree in the School of Journalism and Communication by: Janet Wasko Chairperson Christopher Chávez Chairperson Peter Alilunas Member and Scott L. Pratt Dean of the Graduate School Original approval signatures are on file with the University of Oregon Graduate School. Degree awarded June 2016 ii © 2016 Aleah Tierney Kiley iii THESIS ABSTRACT Aleah Tierney Kiley Master of Science School of Journalism and Communication June 2016 Title: Indie Inclusion?: Analyzing Diversity in the Independent Video Game Industry Research into mainstream (AAA) video games reveals a popularized form of militarized masculine entertainment that is synonymous with violence toward other men and sexualized violence toward women. The means of successful AAA game production are limited to those who have access to sophisticated game engines, advanced programming skills, and substantial financial backing. Consequently, a robust independent “indie” game industry has emerged to promote a greater range of game creation excluded from the AAA model. Drawing on political economic, feminist, and cultural studies approaches, this study seeks to trace the emergent trends and dynamics in the indie industry and analyzes common practices, strategies, and discursive themes of the Independent Games Festival (IGF), their hosting event, GDC, and their parent company UBM. -
Sponsorship Deck 2021 Women Make up 47% of Gamers
Sponsorship Deck 2021 Women make up 47% of gamers WHO WE ARE OUR MISSION Girls Make Games is on a mission to address the gender gap in Here at GMG, we want to address the gender gap by reaching out earlier. the games industry. Our programs are designed to teach and GMG’s flagship summer camps give elementary through high school girls inspire girls between ages 8-18 to explore the world of video the opportunity to work alongside mentors and established industry games. professionals to create fully playable games. What started as an attempt to bring the first all-girls game camp Thanks to partnerships with tech and game industry giants, our to the Bay Area has now become a global initiative to address programs provides students the ultimate crash course in game design women’s representation in the gaming industry worldwide. and development. 1 But only 20% are in the industry WHY YOUR SUPPORT MATTERS HOW YOU CAN HELP The video game industry is currently undergoing one of the greatest We endeavor to offer unique experiences to girls and young periods of growth in history. According to leading technology market women worldwide across a host of camps, workshops, and research firm Juniper Research, the global video games industry will curriculum offerings, both online and offline. exceed $200 billion in value by 2023. The U.S. Department of Labor noted that video game designer employment will skyrocket 30% Supporting Girls Make Games isn’t just a social statement — this decade, placing it among the fastest growing careers in America. -
Thesis Is Presented for the Degree of Doctor of Philosophy of the University of Western Australia School of Social Sciences Media and Communication 2019
Why #WomenAreTooHardToAnimate: Exploring gender and identity in communities of play Sian Tomkinson, BA(Hons) This thesis is presented for the degree of Doctor of Philosophy of The University of Western Australia School of Social Sciences Media and Communication 2019 i THESIS DECLARATION I, Sian Tomkinson, certify that: This thesis has been substantially accomplished during enrolment in this degree. This thesis does not contain material which has been submitted for the award of any other degree or diploma in my name, in any university or other tertiary institution. In the future, no part of this thesis will be used in a submission in my name, for any other degree or diploma in any university or other tertiary institution without the prior approval of The University of Western Australia and where applicable, any partner institution responsible for the joint-award of this degree. This thesis does not contain any material previously published or written by another person, except where due reference has been made in the text and, where relevant, in the Authorship Declaration that follows. This thesis does not violate or infringe any copyright, trademark, patent, or other rights whatsoever of any person. Signature: Date: 29/08/2019 ii ABSTRACT Although around fifty percent of gamers are female, video games are still highly gendered as a male activity, and the industry often targets a majority male audience. The stereotype that women do not play video games, or only play certain kinds of games, makes the Gamergate event of 2014 particularly interesting. During Gamergate several women in the game industry were harassed online by gamers, including rape and death threats, to the extent that some had to leave their homes in the interest of safety.