Overcoming gender barriers in the video game industry? the experiences of female gamers in Costa Rica

 

Gardado en:
Detalles Bibliográficos
Autores: Céspedes-Vindas, Adriana, Martínez Toledo , Yanet, Mora-Zamora , Rodolfo
Formato: artículo original
Estado:Versión publicada
Data de Publicación:2025
Descripción:Introduction: Women make up less than 25% in technical and leadership roles in today’s videogame industry. This low representation is due to pervasive gender stereotypes in male-dominated spaces, and hinders diversity of ideas, fosters vicious cycles of oppressive conducts, and perpetuates narratives of inequality both in the fictional worlds of videogames and in the industry’s workplaces. Objective: To study the effects of the Women Game Jam on the participation, learning experience and opportunities for women in Costa Rica’s video game industry. Methods and Techniques: In August of 2024, 19 participants and 6 mentors of the three editions of Women Game Jam Costa Rica were surveyed about their perception of the video game industry and the event’s impact on bridging gender gaps in this industry. Results: Most participants agree that the industry is male-dominated. They also emphasize the importance of events like Women Game Jam in creating opportunities for networking, learning, and gaining experience in video game development without restrictions. Conclusions: The Costa Rican video game industry faces significant gender barriers that limit women's participation and leadership. As a result, the importance of safe spaces and the impact of WGJ are recognized as for their effects in helping to overcome these challenges.
País:Portal de Revistas UCR
Institución:Universidad de Costa Rica
Repositorio:Portal de Revistas UCR
Idioma:Español
OAI Identifier:oai:portal.revistas.ucr.ac.cr:article/1076
Acceso en liña:https://revistas.ucr.ac.cr/index.php/rreflexiones/article/view/1076
Palabra crave:Women
Game Jams
Safe Spaces
Video Games
Gender Barriers
Mujeres
Espacios Seguros
Videojuegos
Barreras de género