04 August 2014
Gender wage gap: How the game industry compares to the U.S. average
For the full article on Gamasutra, see Gender wage gap: How the game industry compares to the U.S. average
28 July 2014
NY gender gap in tech jobs is widest in nation
"Women are still being "actively discouraged" from entering the tech field, said Reshma Saujani, founder and CEO of Girls Who Code, a nonprofit working to close the technology gender gap."For full article, see New York gender gap in tech jobs is the widest in the nation, report says
05 August 2013
New Toys for Girls
In particular, I found the research very interesting:
"The play is also very precise with girls," says Kaskey, referring to the way in which girls set up the sports figurines on which the portable playing field and then add their own stuffed toys as spectators.
For the full article and to read descriptions of non-"pink" toys, see "New Toys for Girls" from Westchester Family.
20 February 2013
Feminist Game Design Explored
For more information on other lectures in this series, check the NYU Game Center blog.
13 February 2013
Reactions to female voices in FPS games
For the full analysis, see Wai Yen Tang's blog post.
29 January 2013
The Risks of Telecommuting
If you're telecommuting, you can try to make a bigger impression by getting colleagues to mention you, by visiting the office more, giving regular status updates, and sending all your e-mail really early or really late (gives the impression you're working beyond normal business hours).
For the full article and to read how employers can avoid unfair evaluations based on face time, see "Why Showing Your Face at Work Matters."
21 January 2013
Passion Capital
More and more studies indicate that working longer does not equal more productivity. In fact, after more than 8 hours of work, productivity drops by half. Moreover, long overtime hours cause an employee's health to worsen and doubles the employee's risk of depression. European countries where working over 48 hours a week is prohibited still manage to maintain a competitive edge while also having a high happiness quotient.
As mentioned on my other blog, in the article "On Volunteering", one of the worse feelings is a person putting in the work and not being appreciated for it. Major companies like Symantec and Intuit have instituted a type of crowd-sourced bonus system whereby anybody in the company can nominate a co-worker for a bonus. Not only does the employee get a bonus, but the social recognition helps too!
Take a look at some of the ways companies are trying to tap into and recharge passion capital:
AOL Huffington Post Media Group: Special nap rooms to rest during the day.
CouchSurfing: Option to work one month from anywhere in the world
Autodesk: Pipes in soft ambient noise to help employees focus
Betterment: No official work hours; employees choose when and where they want to work
13 October 2011
The three biggest myths about women in tech
"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
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%.
01 February 2011
Gaming with Your Daughter is Good for Her
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."
19 January 2011
Young women possess characteristics of inventors, but do not see themselves as inventive
"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.
27 April 2010
Inside the Minds of Girl Gamers
25 March 2010
Gender discrimination linked to poor project management
03 January 2010
Women earn more than men in UK games industry
Average female annual salaries are £2,000 higher than the male wage, at £33,260."
18 December 2009
Longer Vacations = More Productivity
The news is worst for women workaholics. The Marshfield Clinic in Marshfield, WI conducted a study of 1500 working women and found that women who only had a vacation once in 6 years were twice as likely to report damaging problems to their health such as hypertension, anxiety, and depression, than women who took regular vacations each year.
06 August 2009
Women are over-worked and under-served by businesses
Mr. Silverstein added, “Companies are failing to meet the needs of women in five key ways: Poor product design and customization for women; clumsy sales and marketing; inability to address the need for time-saving solutions; inability to provide a meaningful hook and differentiation, and failure to develop community.”
08 May 2009
Beyond 'Sweetie'
"The criminal lawyer Alan Dershowitz, an advocate of the Socratic method who has taught at Harvard for four decades, has found that classroom dynamics have ''changed dramatically'' with the increase in women's enrollment. After he commented in one class that rape was -- statistically speaking -- ''a rare crime,'' a group of women complained to Professor Minow. When their concerns were relayed to Professor Dershowitz, he asked them to teach a lecture on rape from the victims' perspective. The women assigned the class to read the standards of consent to sexual intercourse and argued that statistics on rape could be inaccurate because of underreporting."
15 April 2009
Play Games to Work Smarter: Why It is More Critical than Ever that Women Play and Develop Games
by Sande Chen
In this panel put together by the IGDA Women in Games SIG, academics and business leaders came together to discuss the importance of video game literacy for women in the upcoming years. In addition, the leadership skills involved in playing some video games can help women succeed in their jobs.
"Cyber-socialization is different from socialization," said Diane Pozefsky, a research professor in the Department of Computer Science at the University of North Carolina at Chapel Hill. With businesses increasingly using distributed teams of people who have never met face-to-face, women who want to succeed in business will need to understand the subtleties of communication between avatars versus body language.
Moreover, the skills involved in running a remote team are the same ones needed to run a successful guild. As Phaedra Boinodiris, Serious Games Product Manager for IBM Software Group, revealed, IBM has been studying MMORPGs to see how they can be used in leadership and teamwork training. The military has even used fantasy raids in video games in its training.
Tracy Fullerton, Associate Professor of Interactive Media at the University of Southern California, agreed with this practice: "Games naturally help us to understand the forces that are at work in the leadership process. It allows us to rehearse bad and good strategies in leadership."
Online games can also teach women how to deal with environments dominated by males, something that may come in handy if they decide to work in game development.
But more and more, video game technology and video games are entering fields where women, rather than men, are the dominant population. These serious games, as they are called, will become part of the tools used in corporate culture, in the classroom, and in healthcare.
Noah Falstein, a serious games consultant, noted that at the most recent Games for Health conference, the audience there was much more balanced than at GDC. There was no gender or age bias since the teams and audiences for these games exhibit diversity.
That's an ideal the panelists hope can happen for regular game development, although they acknowledge that obstacles exist.
Fullerton observed that when young women come to her game design class, they often sit in the back and think that they don't belong. She has to convince them that they do in fact play games, even if the games they like are not Halo 3 but some Facebook app. These young women could not imagine themselves as game designers.
Falstein relayed a similar story: "I talked to a young woman on Monday and she said, 'I was a psychology major in college and I design games on my own, but I'm not sure if I would be a good game designer." The punchline was that the young woman was Erin Robinson, who two days later was one of the winners of the Game Design Challenge at GDC.
It's a familiar sentiment spoken by women, who have been beaten down by the prevailing judgment, that women aren't gamers and women shouldn't be in game design.
"The game industry has created a box around itself that says GET OUT," Fullerton said. "If you're not dedicated to hardcore games, then you're not a gamer." Instead, Fullerton felt that it was up to the industry to invite women into the fold. Research has shown that this could have a beneficial effect for games.
For instance, when boys and girls are asked to develop games, it's the girls' games that are enjoyed by everyone whereas only boys seemed to like the games they developed. Women developers tend to add more play patterns, enabling more people to enjoy the game.
Falstein remarked after telling the story of his daughter's playtime with Diablo 2: "Watching a bunch of 10-year-old girls play Diablo 2 was eye-opening. It was completely different from boys." The girls tended to play collaboratively whereas boys would compete for control of the avatar.
The panelists agreed that more mainstream games, such as Wii Sports, are a positive trend for the industry. If more women play games and more women develop games, then they can be part of this growing trend.
"Hopefully, we won't have stereotypical games that young male designers think little girls want, but about what people want," said Falstein.
17 March 2009
Could You Imagine "Blind" Interviews?
Before blind auditions became common in the 70s, just 10% of new hires at major U.S. orchestras were women. The theory was that women weren't very good musicians. But labor unions protested the hiring process and pushed for blind auditions where musicians would try out behind a curtain so appearance and gender were concealed. In studying personnel from 11 major orchestras, Harvard economist Claudia Goldin and Princeton’s Cecelia Rouse found that 29% of females and 20% of males advanced to the final round in blind auditions. When auditions were not blind, only 19% of women advanced compared to 23% of men. Even though sex discrimination is hard to measure, those stats speak volumes. Fortunately, since the 80s, about half the new hires at the New York Philharmonic, 40% at the San Francisco Symphony and more than a third in Boston and Chicago have been women.
02 March 2009
Why Women Managers Shine in a Downtown
Excerpt:
In conditions of high uncertainty, financial markets value companies that take fewer risks and are more stable. Several gender studies have pointed out that women behave and manage differently from men. They tend to be more risk-averse and to focus more on a long-term perspective. A larger proportion of female managers appears to balance the risk-taking behaviour of their male colleagues.