Gender perspectives on educational contributions to the study of video-gaming: A baseline feminist genealogy
Abstract
As video games have evolved, they have emerged as useful tools in areas such as education, tackling global issues through their storylines and mechanics. However, never in the history of video games, not even today, has there been parity in the proportion of women directly employed in the development of video games. This paper is part of a broader research project undertaken in the context of a doctoral thesis within the framework of the R+D+I project ‘Building global citizenship with young people: researching transformative practices with participatory and inclusive methodologies’. It provides a historical perspective on video games and their place in culture and society, and attempts to outline a brief genealogy of the contributions of pioneering women in the video game industry. Recognising the work of women and addressing gender representation in video games is now a matter of great importance. Current trends in the video game industry reflect the impact of the pandemic on video game consumption habits, its expected continued growth in the future and its relationship with the development of virtual and augmented reality. Video games are therefore likely to remain an important part of culture and society in the future, with an ever-increasing role in education. It is therefore imperative to showcase the achievements of women in the video game industry, to highlight inequalities and to provide girls with genuine role models.
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DOI: https://doi.org/10.3926/jotse.2621
This work is licensed under a Creative Commons Attribution 4.0 International License
Journal of Technology and Science Education, 2011-2024
Online ISSN: 2013-6374; Print ISSN: 2014-5349; DL: B-2000-2012
Publisher: OmniaScience