We can do it, can we? Women’s experiences in the Czech video game industry and their coping strategies for ambivalent sexism

This article examines the experiences of women working in the Czech game industry, highlighting the structural inequalities, sexism, and organizational challenges they face. To this end, seventeen in-depth interviews were conducted. The research identifies both benevolent and hostile forms of sexism, with women frequently relegated to tokenistic roles, experiencing heightened scrutiny, impostor syndrome, and unequal pay. As a result, respondents adopt a range of coping strategies, including ignoring the problems, openly expressing dissatisfaction with the work environment or forming support networks. The aim of this article is to better understand the complex and multilayered nature of sexism in the context of game industry and game culture. It represents one of the pioneering studies on women in the gaming industry, providing valuable insights into their position within the Central European context.

Authors

Institutions

Publication Details

Journal
Convergence The International Journal of Research into New Media Technologies
Published
2025-11-10
DOI
https://doi.org/10.1177/13548565251393906
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

We can do it, can we? Women’s experiences in the Czech video game industry and their coping strategies for ambivalent sexism

Tereza Krobová
Convergence The International Journal of Research into New Media Technologies
Digital Games and Media
article

We can do it, can we? Women’s experiences in the Czech video game industry and their coping strategies for ambivalent sexism

Tereza Krobová
article en

Abstract

This article examines the experiences of women working in the Czech game industry, highlighting the structural inequalities, sexism, and organizational challenges they face. To this end, seventeen in-depth interviews were conducted. The research identifies both benevolent and hostile forms of sexism, with women frequently relegated to tokenistic roles, experiencing heightened scrutiny, impostor syndrome, and unequal pay. As a result, respondents adopt a range of coping strategies, including ignoring the problems, openly expressing dissatisfaction with the work environment or forming support networks. The aim of this article is to better understand the complex and multilayered nature of sexism in the context of game industry and game culture. It represents one of the pioneering studies on women in the gaming industry, providing valuable insights into their position within the Central European context.

Convergence The International Journal of Research into New Media TechnologiesVol. 32(1)
Charles University (CZ)
Openalex Percentile: Top 57%
Digital Games and Media
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

We can do it, can we? Women’s experiences in the Czech video game industry and their coping strategies for ambivalent sexism — Tereza Krobová · Convergence The International Journal of Research into New Media Technologies (2025) | TGRS Research Map | TGRS