[game_edu] Implications of students going into a male-dominatedindustry?
Bertozzi, Elena G
bertozze at uww.edu
Mon Sep 19 17:05:51 EDT 2011
I have a paper that addresses this issue that was published in Convergence and recently excerpted in Gender, Race, and Class in Media: A Critical Reader [Paperback]
Gail Dines (Editor), Jean M. (McMahon) Humez (Editor) 2010.
The paper is called:
'You Play Like a Girl!' Cross-Gender Competition and the Uneven Playing Field
Many women have written papers that touch on this topic. I also have several female grads working in the industry who like to talk to people about their experiences. I can provide names if you'd like them.
Elena Bertozzi, PhD. Associate Professor
Director, Digital Game Design & Development
C.W. Post Campus, Long Island University
(516) 299-2250 elena.bertozzi at liu.edu www.ardeaarts.org playexpo.org
From: game_edu-bounces at igda.org [game_edu-bounces at igda.org] On Behalf Of Dan Carreker [danc at narrativedesigns.com]
Sent: Monday, September 19, 2011 3:52 PM
To: 'Ian Schreiber'; 'IGDA Game Education Listserv'
Subject: Re: [game_edu] Implications of students going into a male-dominatedindustry?
Unfortunately, we don’t have a class devoted to this. There is one week in Intro to Game Design that deals with designing games with cultural differences in mind, but as far as I know, that’s the only laid out portion of the curriculum that specifically deals with diversity in games. As of right now, the classes that deal with ethics, sociology, and career planning are general in nature and group together students from multiple disciplines.
What I have done with my Intro to PC for Games class (which focuses on software such as MS Office) is create assignments that deal with diversity, particularly as research projects that focus on game developers who come from minority groups or who have disabilities.
From: Ian Schreiber [mailto:ai864 at yahoo.com]
Sent: Sunday, September 18, 2011 11:23 AM
To: IGDA Game Education Listserv
Subject: [game_edu] Implications of students going into a male-dominatedindustry?
This (long but worthwhile) article has been making the rounds on Twitter recently, so I thought I'd bring it up here:
While it focuses primarily on the Magic:the Gathering player community (as that is what the author is closest to), I think the sentiment can be applied to just about any male-dominated industry, from video game development to mechanical engineering to business.
Personally, in my industry survey class I make it a point to spend some time talking about gender/minority issues. Students in these groups need to be prepared for potentially unjust treatment. Students who are not, need to not add to the problem. (I would actually just as soon make Women's Studies or Minority Studies a required course for all game dev majors until such time as the industry fixes itself, but so far I haven't had the power to affect curriculum that much, so I'm left to just make a "strong recommendation" that my students will go on to ignore.)
It makes me wonder though: the fact that the industry is predominantly white, male and straight, and that this lack of diversity is a problem in so many ways -- is this a problem on everyone's radar in the educational space? How do different schools handle this (particularly trade/vocational schools that are highly industry-focused)? Does anyone require students to take an entire class in understanding unequal societal power dynamics... or do you graft it on to a single class as an isolated topic, and hope it sticks... or do you try to integrate these discussions throughout the curriculum (say, by having game design students make games for target audiences other than themselves)... or does the topic never see mention in the classroom at all because it's seen to be outside the scope of game dev?
In short: where are we now, as a collective? Is that where we should be? If not, what do we need to change to get us there?
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