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This work looks at the gendered nature of the US video gaming industry. Although there were attempts to incorporate women into development roles and market towards them as players, the creation of video games and the industry began in a world strongly gendered male. The early 1980s saw a blip of hope that the counter-cultural industry focused on fun would begin to include women, but after the video game industry crash, this free-wheeling freedom of the industry ended along with the beginnings of the inclusion of women. Many of the threads that began in the early years continued or have parallels with the modern video game industry. The industry continues to struggle with gender relations in the workplace and with the strongly gendered male demographic that the industry perceives as its main market.
| Author | Anne Ladyem McDivitt |
| ISBN-13 | 9783110668674 |
| Publisher | De Gruyter |
| Publication Date | 10/12/2020 |
| Series | Video Games and the Humanities |
| Page Count | 148 pages |
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