Still an Uphill Journey: Women's Difficulties in Collaborative Gaming Events

Gender disparity persists in science, technology, engineering, and mathematics (STEM), impacting teamwork, productivity, and innovation. In the gaming industry, women constitute only 30% of professionals, despite comprising half of the players, raising concerns about effective game design and marketing for a diverse audience. Time-bounded collaborative events, such as hackathons and game jams, have been used to promote inclusion, providing opportunities for networking and skill development, among other benefits. However, game jams have low participation rates from minorities. This paper describes a qualitative study using card sorting and interviews with nine women game jam participants to elucidate their difficulties. We explore the interplay of these difficulties, the strategies employed to overcome them, and the subsequent impact on women's experiences. By shedding light on these issues, we aim to contribute insights that help mitigate barriers, fostering a more inclusive environment in the gaming industry and similar domains.

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Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2025-05-02
DOI
https://doi.org/10.1145/3711073
Primary Topic
Biomedical and Engineering Education
Type
article
Field-Weighted Citation Impact
0.00

Funders

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article

Still an Uphill Journey: Women's Difficulties in Collaborative Gaming Events

Mayara Costa Figueiredo, Leandro de Almeida Melo, Luciana A. Almeida, Cleidson R. B. de Souza et al.
Proceedings of the ACM on Human-Computer Interaction
Biomedical and Engineering Education
article

Still an Uphill Journey: Women's Difficulties in Collaborative Gaming Events

Mayara Costa Figueiredo, Leandro de Almeida Melo, Luciana A. Almeida, Cleidson R. B. de Souza, Any Caroliny Duarte Batista de Almeida, Giselle Layla A. do Vale
article en

Abstract

Gender disparity persists in science, technology, engineering, and mathematics (STEM), impacting teamwork, productivity, and innovation. In the gaming industry, women constitute only 30% of professionals, despite comprising half of the players, raising concerns about effective game design and marketing for a diverse audience. Time-bounded collaborative events, such as hackathons and game jams, have been used to promote inclusion, providing opportunities for networking and skill development, among other benefits. However, game jams have low participation rates from minorities. This paper describes a qualitative study using card sorting and interviews with nine women game jam participants to elucidate their difficulties. We explore the interplay of these difficulties, the strategies employed to overcome them, and the subsequent impact on women's experiences. By shedding light on these issues, we aim to contribute insights that help mitigate barriers, fostering a more inclusive environment in the gaming industry and similar domains.

Proceedings of the ACM on Human-Computer InteractionVol. 9(2)
Universidade de Brasília (BR), Instituto Federal de Educação, Ciência e Tecnologia do Pará (BR), Universidade Federal do Pará (BR), Universidade de Pernambuco (BR)
Conselho Nacional de Desenvolvimento Científico e Tecnológico
Openalex Percentile: Top 90%
Biomedical and Engineering Education
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