09 December 2011

Game changers: the women who make video games

"Women have, of course, always played video games, but in the past it was always as a minority. Yet a report by the Internet Advertising Bureau in September found that 49% of gamers in the UK are female; but that percentage is not being reflected in the makeup of the industry, particularly at senior levels."

For the entire article, click on the link above!

04 December 2011

NYT: Zynga's Tough Culture Risks a Talent Drain

“We’ve learned that when companies treat talent as a commodity, the consequences are severe,” said Ms. Toledano of Electronic Arts. “It takes years to repair a reputation.”
For full article, click the link above.

13 October 2011

The three biggest myths about women in tech

For full article, click on link above.

"One common response from the mostly male responders was that these data must be incorrect and misleading because they personally have not witnessed these issues. In other words, if I haven’t seen or experienced bias, it cannot possibly exist.

Interestingly enough, when presenting these findings at different companies and organizations, we got the same response time and time again from the women and people of color who work in IT: “This data doesn’t surprise me at all; it is perfectly aligned with what goes on here.”

30 September 2011

Booklist: Walking Out on the Boys

Frances Conley was the first woman ever appointed to a full professorship of neurosurgery at an American medical school. But she resigned due to sexual harassment, revealing tales of fondling in the operating room to Time magazine. In 1998, she published a tell-all book called Walking Out on the Boys.

The publication of this book coincided with the results of a 30-year MIT study on female faculty members. The study concluded that there was a generational pattern: that while junior faculty thought sexual discrimination was a thing of the past -- when they were promoted, they felt "invisible" and excluded.

One even wrote: "I mean literally not heard! Where you say something, and it's just ignored until one of your male colleagues says the same thing 10 minutes later!"

The study concluded that "in no case was this discrimination conscious or deliberate. Indeed, it was usually totally unconscious and unknowing. Nevertheless, the effects are real."

Between the 1960's and 1990s, there was a big increase in the number of women earning Ph.D.s in math, science, and engineering. Yet, the number of female research faculty members at MIT remained at 9%.

29 September 2011

For PapyaMobile, women are the "whales"

Papaya Mobile finds that "whales," or users spending more than $100 on a game, accounts for 60% of its revenue.

Excerpt:
As is customary in games, PapayaMobile depends heavily on the tiny proportion of users who pay for goods in social mobile games. But one of the surprises is that some of the most enthusiastic customers, known as “whales,” are for the most part women. Papaya found that 69 percent of its big spenders in games are women.

For full article, click on link above.

01 February 2011

Gaming with Your Daughter is Good for Her

Link to full article above:

This study linked positive outcomes for parents playing video games with daughters, but did not find the same results for parents playing video games with sons. The authors theorize that it may be because sons have more video game time with friends.

In addition, parents (usually fathers) playing video games with boys played games like Halo while games like Mario Kart were usual when playing games with girls.

Another interesting note:
The BYU researchers found that 31 percent of the children reported playing age-inappropriate games with their parents (42 percent of boys, 15 percent of girls) and they report that "heightened parent–child connection was not found for girls who played these age-inappropriate games with their parents."

28 January 2011

Where Are the Women in Tech, You Ask?

"So why don't we know about these women in tech? Simple. Women are far less likely to be in love with the technology for its own sake vs. their male counterparts, so they tend to be low key in talking about the technology itself. You're not likely to hear a woman say that her technology is "sick," though I've heard that term used by not a few men CEOs . These women are not likely to be found in tech meet-ups as they are far more likely to be found helping their kid with homework. All of which is to say, women tech CEOs may not have the brash bravado of her male counterparts, but their relative silence should not be mistaken for absence."

To see the full article from Advertising Age, click on the link above.

20 January 2011

WIGI channel on mygameIQ

Women in Games International (WIGI) and mygameIQ are pleased to announce a partnership to promote Women in Games. We are looking for games produced by and for Women to become part of the WIGI channel on mygameIQ.

Receive 40% off your purchases thanks to WIGI.
Link to discount code above.

19 January 2011

Young women possess characteristics of inventors, but do not see themselves as inventive

MIT study:

"Further demonstrating inventive traits, young women show a strong affinity for math and science — two of every five female respondents (42 percent) rate these as their favorite subjects in school. More than half of male respondents (53 percent) agree. 35 percent of young women also say they have a family member working in a field related to science, technology, math or engineering. The results reveal young women’s innate interest in inventive fields; however, recent statistics show while more women are entering college and obtaining degrees, less than ten percent earn them in technical majors such as computer and information sciences, engineering or math. This proportionately small group indicates a need to educate women about translating their skills and academic interests into inventive careers."

For the full article, click on the link above.