Women make up the majority of the players, but they don’t program
In Brazil, women make up the majority of digital game players, but they are not highly represented in the industry’s development and programming workforce, a fact that is common to other STEM careers. Considering this contradiction, a qualitative study with 22 women who work in this market as progra...
| Autores: | , |
|---|---|
| Tipo de recurso: | artículo |
| Estado: | Versión publicada |
| Fecha de publicación: | 2023 |
| País: | Brasil |
| Institución: | Fundação Carlos Chagas (FCC) |
| Repositorio: | Cadernos de Pesquisa (Fundação Carlos Chagas. Online) |
| Idioma: | portugués |
| OAI Identifier: | oai:ojs.publicacoes.fcc.org.br:article/10233 |
| Acceso en línea: | https://publicacoes.fcc.org.br/cp/article/view/10233 |
| Access Level: | acceso abierto |
| Palabra clave: | Mulheres Mercado de Trabalho Tecnologia Jogos Digitais Women Job Market Technology Digital Games Mujeres Mercado Laboral Tecnología Juegos Digitales Femmes Marché de Travail Technologie Jeux Vidéo |
| Sumario: | In Brazil, women make up the majority of digital game players, but they are not highly represented in the industry’s development and programming workforce, a fact that is common to other STEM careers. Considering this contradiction, a qualitative study with 22 women who work in this market as programmers sought to identify the barriers to increasing female representation in game development in the country. The results show that there are six types of barriers that begin as soon as the course is chosen and persist more intensely in the job market, and the main one is the lack of credibility in terms of technical knowledge. |
|---|