Women and Video Games - Women in The Games Industry

Women in The Games Industry

The role of women in the games industry—as professionals and as consumers—has been extensively explored by numerous academic and business groups. Women represent approximately half the population but only constitute a small percentage of video game players. Several different reasons for this have been identified and there is broad agreement that the issue is a problem that must be addressed.

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Famous quotes containing the words women in, women, games and/or industry:

    What we men share is the experience of having been raised by women in a culture that stopped our fathers from being close enough to teach us how to be men, in a world in which men were discouraged from talking about our masculinity and questioning its roots and its mystique, in a world that glorified masculinity and gave us impossibly unachievable myths of masculine heroics, but no domestic models to teach us how to do it.
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    Many women cut back what had to be done at home by redefining what the house, the marriage and, sometimes, what the child needs. One woman described a fairly common pattern: “I do my half. I do half of his half, and the rest doesn’t get done.”
    Arlie Hochschild (20th century)

    In the past, it seemed to make sense for a sportswriter on sabbatical from the playpen to attend the quadrennial hawgkilling when Presidential candidates are chosen, to observe and report upon politicians at play. After all, national conventions are games of a sort, and sports offers few spectacles richer in low comedy.
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    I have never yet spoken from a public platform about women in industry that someone has not said, “But things are far better than they used to be.” I confess to impatience with persons who are satisfied with a dangerously slow tempo of progress for half of society in an age which requires a much faster tempo than in the days that “used to be.” Let us use what might be instead of what has been as our yardstick!
    Mary Barnett Gilson (1877–?)