https://doi.org/10.1177/1527476419851078
Television & New Media
1–12
© The Author(s) 2019
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DOI: 10.1177/1527476419851078
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Contested Formations of Digital Game Labor - Article
Speaking in Public: What
Women Say about Working
in the Video Game Industry
Suzanne de Castell
1
and Karen Skardzius
2
Abstract
Since the 1990s, conversations about the dearth of women working in the video
game industry have centered on three topics: (1) ways to draw more women
into the field, (2) the experiences of women working in the industry, and (3) the
experiences of those who once worked in the industry but left. Although there has
been considerable research on the conditions and occupational identities of video
game developers, less scholarly attention has been devoted to women in gameswork,
the barriers/obstacles and challenges/opportunities they face, and how they talk
about their experiences. This article offers a feminist approach that demonstrates
how discourse focused on affect can be reread as intimately related to silences about
power and how the rhetorical constraints that public speech imposes upon what
can be said about “women in games” aid us in understanding what might remain
unspoken, and why.
Keywords
women in games, politics of speech, feminist methodology, creative industries, gender
equity, discourse analysis
Background
Since the 1990s, there has been increasing alarm expressed about the dearth of women
working in the video games industry, increasing interest in ways to attract more women
to the field and increasing concern about the experiences of women employed in the
1
University of Ontario Institute of Technology, Oshawa, Canada
2
York University, Toronto, Ontario, Canada
Corresponding Author:
Suzanne de Castell, Faculty of Education, University of Ontario Institute of Technology, 11 Simcoe Street
North, P.O. Box 385, Oshawa, Ontario, Canada L1H 7L7.
Email: decaste@gmail.com
851078TVN XX X 10.1177/1527476419851078Television & New Mediade Castell and Skardzius
research-article 2019