2019
DOI: 10.1177/1527476419851080
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Becoming Gamesworkers: Diversity, Higher Education, and the Future of the Game Industry

Abstract: Higher education qualifications and the training of talent have become increasingly important in game industry and policy discourse in the United Kingdom. This heightened rhetoric and dedicated pots of funding referencing the significance of the games talent pipeline may represent the opportunity to cultivate greater inclusion in the workforce, which continues to be largely homogenous in terms of gender and race. Drawing on qualitative research with stakeholders in five case study institutions, this article hi… Show more

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Cited by 28 publications
(19 citation statements)
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References 17 publications
(17 reference statements)
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“…Instead, learning opportunities should be structured [44]. However, this can be challenging to establish, especially for those contexts still tackling exclusionary norms [20]. Peer evaluation offers one form of structure which could accommodate these challenges.…”
Section: Introductionmentioning
confidence: 99%
“…Instead, learning opportunities should be structured [44]. However, this can be challenging to establish, especially for those contexts still tackling exclusionary norms [20]. Peer evaluation offers one form of structure which could accommodate these challenges.…”
Section: Introductionmentioning
confidence: 99%
“…As a complement to these professionalizing or 'employability' activities, students also describe learning about the less favourable elements of gameswork such as crunch, gender pay gaps, curtailed career lengths, and harassment from news media and online discussions. Beyond these increasingly mainstream narratives, instruction within games programmes often overtly refers to the punishing realities of both 'getting into' the industry given the highly competitive nature of most open positions and the brutal expectations normalized for workers once they are in the role (Harvey, 2019).…”
Section: Learning To Work In Gamesmentioning
confidence: 99%
“…The existing scholarship indicates that these formal sites of training tend to cultivate the still-largely young, male, and passionate fanworkforce on which games depend (Deuze, Martin & Allen, 2007;Consalvo, 2008;Chia, 2019). Furthermore, these contexts are vital in the formation of future gamesworker identities that are conservative, uncritical, and risk-adverse, despite pervasive discourses of creativity and innovation linked to them (Harvey, 2019). Vitally, however, the question of how these norms relate to shifting work realities has yet to be explored.…”
mentioning
confidence: 99%
“…The game development industry is growing (Koksal 2020 ) and hungers for experienced developers that can produce high-quality games (Harvey 2019 ). This high demand for skilled game developers needs to be satisfied by the training of new developers in game development-specific abilities, and those seeking to develop games need ways to acquire the knowledge they need to hone their skills.…”
Section: Introductionmentioning
confidence: 99%