Page 140. Anitza Geneve Karen Nelson Ruth Christie Women's participation in the Australi... more Page 140. Anitza Geneve Karen Nelson Ruth Christie Women's participation in the Australian Digital Content Industry: initial case study findings 1. Introduction 1.1. Research project An exploratory case study which seeks to ...
Like the invention of the printing press, the Internet is radically transforming the most basic e... more Like the invention of the printing press, the Internet is radically transforming the most basic elements of modern civilization. The growing presence of digital technologies and the dramatic impact of networked collaboration constitute a new mode of information production that is reshaping many societies around the world. Underlying this socioeconomic restructuring is the critical importance of digital networks as platforms for creativity and innovation. This edited collection examines the current ways that mass collaboration intersects with sociocultural, technosocial and political changes in varied contexts, and questions their impact on established institutions and modes of production. New tools inevitably engender changes in the way people interact, communicate and collaborate; however, it is increasingly clear that information and communication technologies are now leveraging a democratic shift in a wide array of technological, political and social spaces. The dramatic success of mass collaboration in a multitude of contexts poses a challenge, not only to the dominant economic paradigm, but also to a broad range of received social science thinking. This collection interrogates established theories and concepts in the light of recent developments and builds upon emergent research and original empirical findings.
Women employed in the Australian Information Communication Technologies (ICT) industries have bee... more Women employed in the Australian Information Communication Technologies (ICT) industries have been presented on the cover of a 2006 calendar as semi clad Information Technology (IT) screen goddesses . On International Women’s Day 2008, school aged girls were informed by a very pink website that ‘tech girls are chic not just geek’ . Such strategies are implemented as a response to gender and occupational stereotypes associated with the ICT industry, which may make it unappealing for women to pursue an ICT career path, such as ‘geeky, lonely male nerds’ being the norm. However, how do initiatives which promote the femininity or sexuality of female ICT workers encourage more women into the workplace? Are we now suggesting that all women working in ICT need to look glamorous and not admit to being a geek? If these women shape the digital products that shape society, where technology is a dimension of social change (Wajcman, 2000) how will they influence the bust size of female computer ...
An exploratory case study which seeks to understand better the problem of low participation rates... more An exploratory case study which seeks to understand better the problem of low participation rates of women in Information Communication Technology (ICT) is currently being conducted in Queensland, Australia. Contextualised within the Digital Content Industry (DCI) multimedia and games production sectors, the emphasis is on women employed as interactive content creators rather than as users of the technologies. Initial findings provide rich descriptive insights into the perceptions and experiences of female DCI professionals. Influences on participation such as: existing gender ratios, gender and occupational stereotypes, access into the industry and future parental responsibilities have emerged from the data. Bandura’s (1999) Social Cognitive Theory (SCT) is used as a “scaffold” (Walsham, 1995:76) to guide data analysis and assist analytic generalisation of the case study findings. We propose that the lens of human agency and theories such as SCT assist in explaining how influences ...
... REFERENCES 1. Adam, Alison., Howcroft, Debra., & Richardson, Helen. (2004). A decade of n... more ... REFERENCES 1. Adam, Alison., Howcroft, Debra., & Richardson, Helen. (2004). A decade of neglect: reflecting on gender and IS, New Technology Work and Employment, 19(3). 2. Adya, Monica., & Kaiser, Kate. M. (2005). ...
Faculty of Science and Technology School of Information Systems, 2009
Page 140. Anitza Geneve Karen Nelson Ruth Christie Women's participation in the Australi... more Page 140. Anitza Geneve Karen Nelson Ruth Christie Women's participation in the Australian Digital Content Industry: initial case study findings 1. Introduction 1.1. Research project An exploratory case study which seeks to ...
... As the shrinking pipeline metaphor (Camp, 1997) suggests, women are a minority in the ICTwo... more ... As the shrinking pipeline metaphor (Camp, 1997) suggests, women are a minority in the ICTworkplace due to a gradual decline of Page 12. ... interest. Once employed within the ICT domain, stereotypes may leave women vulnerable to ... associated with masculinity or femininity. ...
The research investigated women’s participation in the Australian Digital Content Industry, which... more The research investigated women’s participation in the Australian Digital Content Industry, which encompasses both multimedia and games production. The Digital Content Industry is an area of growing economic and social significance, both in Australia and internationally. Women are under-represented in core Digital Content Industry work but there has been little theoretical or empirical investigation of the underlying issues. This research identified a range of influences on women’s participation and provides a better understanding of this complex social phenomenon by proposing that influences should be understood from the perspective of agent-driven mechanisms. The key contribution is a new theory - the Acts of Agency Theory - which was used to discuss the phenomenon and issues underpinning women’s participation and to recommend strategies that should foster greater participation of women in the Digital Content Industry.
The purpose of the reported research is to investigate the research problem: Why do women partici... more The purpose of the reported research is to investigate the research problem: Why do women participate in the Australian Digital Content Industry (DCI). The research investigates two research questions: 1) What are the influences on women's participation? and 2) How can we understand these influences? The research problem arises as a result of a global pattern of women traditionally being under-represented in the industries related to technology use and development, and the continued underrepresentation of women in multimedia and games development production. The research approach employed an exploratory case study, underpinned by a Critical Realist ontology, which aimed for empirical, theoretical, and explanatory insights. Multiple sources of qualitative data were collected over the 2007-2011 period. Primary data included the results of semi-structured interviews with 18 female
Book Description
Occupational segregation is an important issue and can be detrimental to women. ... more Book Description Occupational segregation is an important issue and can be detrimental to women. There is a strong need for more women in science, engineering, and information technology, which are traditionally male dominated fields. Female representation in the computer gaming industry is a potential way to increase the presence of women in other computer-related fields.
Gender Considerations and Influence in the Digital Media and Gaming Industry provides a collection of high-quality empirical studies and personal experiences of women working in male-dominated fields with a particular focus on the media and gaming industries. Providing insight on best methods for attracting and retaining women in these fields, this volume is a valuable reference for executives and members of professional bodies who wish to encourage women in their career progression. Chapter description There is a need to understand the phenomenon of women’s under-representation in the Australian Digital Content Industry (DCI) workforce. This chapter presents the findings from an Australian case study where both women working in the industry and industry stakeholders were interviewed for their insight into the influences on women’s participation. The rich empirical data and findings from the case study are interpreted using the Acts of Agency theory—an original theory by the author of this chapter. As the chapter reveals there are five ‘Acts of Agency’ (containing 10 agent-driven mechanisms) identified as influencing women’s participation. Agent-driven mechanisms recognise the causal effect of people themselves; that is, the role individuals play in their participation.
Like the invention of the printing press, the Internet is radically transforming the most basic e... more Like the invention of the printing press, the Internet is radically transforming the most basic elements of modern civilization. The growing presence of digital technologies and the dramatic impact of networked collaboration constitute a new mode of information production that is reshaping many societies around the world. Underlying this socioeconomic restructuring is the critical importance of digital networks as platforms for creativity and innovation. This edited collection examines the current ways that mass collaboration intersects with sociocultural, technosocial and political changes in varied contexts, and questions their impact on established institutions and modes of production. New tools inevitably engender changes in the way people interact, communicate and collaborate; however, it is increasingly clear that information and communication technologies are now leveraging a democratic shift in a wide array of technological, political and social spaces. The dramatic success of mass collaboration in a multitude of contexts poses a challenge, not only to the dominant economic paradigm, but also to a broad range of received social science thinking. This collection interrogates established theories and concepts in the light of recent developments and builds upon emergent research and original empirical findings.
Page 140. Anitza Geneve Karen Nelson Ruth Christie Women's participation in the Australi... more Page 140. Anitza Geneve Karen Nelson Ruth Christie Women's participation in the Australian Digital Content Industry: initial case study findings 1. Introduction 1.1. Research project An exploratory case study which seeks to ...
Like the invention of the printing press, the Internet is radically transforming the most basic e... more Like the invention of the printing press, the Internet is radically transforming the most basic elements of modern civilization. The growing presence of digital technologies and the dramatic impact of networked collaboration constitute a new mode of information production that is reshaping many societies around the world. Underlying this socioeconomic restructuring is the critical importance of digital networks as platforms for creativity and innovation. This edited collection examines the current ways that mass collaboration intersects with sociocultural, technosocial and political changes in varied contexts, and questions their impact on established institutions and modes of production. New tools inevitably engender changes in the way people interact, communicate and collaborate; however, it is increasingly clear that information and communication technologies are now leveraging a democratic shift in a wide array of technological, political and social spaces. The dramatic success of mass collaboration in a multitude of contexts poses a challenge, not only to the dominant economic paradigm, but also to a broad range of received social science thinking. This collection interrogates established theories and concepts in the light of recent developments and builds upon emergent research and original empirical findings.
Women employed in the Australian Information Communication Technologies (ICT) industries have bee... more Women employed in the Australian Information Communication Technologies (ICT) industries have been presented on the cover of a 2006 calendar as semi clad Information Technology (IT) screen goddesses . On International Women’s Day 2008, school aged girls were informed by a very pink website that ‘tech girls are chic not just geek’ . Such strategies are implemented as a response to gender and occupational stereotypes associated with the ICT industry, which may make it unappealing for women to pursue an ICT career path, such as ‘geeky, lonely male nerds’ being the norm. However, how do initiatives which promote the femininity or sexuality of female ICT workers encourage more women into the workplace? Are we now suggesting that all women working in ICT need to look glamorous and not admit to being a geek? If these women shape the digital products that shape society, where technology is a dimension of social change (Wajcman, 2000) how will they influence the bust size of female computer ...
An exploratory case study which seeks to understand better the problem of low participation rates... more An exploratory case study which seeks to understand better the problem of low participation rates of women in Information Communication Technology (ICT) is currently being conducted in Queensland, Australia. Contextualised within the Digital Content Industry (DCI) multimedia and games production sectors, the emphasis is on women employed as interactive content creators rather than as users of the technologies. Initial findings provide rich descriptive insights into the perceptions and experiences of female DCI professionals. Influences on participation such as: existing gender ratios, gender and occupational stereotypes, access into the industry and future parental responsibilities have emerged from the data. Bandura’s (1999) Social Cognitive Theory (SCT) is used as a “scaffold” (Walsham, 1995:76) to guide data analysis and assist analytic generalisation of the case study findings. We propose that the lens of human agency and theories such as SCT assist in explaining how influences ...
... REFERENCES 1. Adam, Alison., Howcroft, Debra., & Richardson, Helen. (2004). A decade of n... more ... REFERENCES 1. Adam, Alison., Howcroft, Debra., & Richardson, Helen. (2004). A decade of neglect: reflecting on gender and IS, New Technology Work and Employment, 19(3). 2. Adya, Monica., & Kaiser, Kate. M. (2005). ...
Faculty of Science and Technology School of Information Systems, 2009
Page 140. Anitza Geneve Karen Nelson Ruth Christie Women's participation in the Australi... more Page 140. Anitza Geneve Karen Nelson Ruth Christie Women's participation in the Australian Digital Content Industry: initial case study findings 1. Introduction 1.1. Research project An exploratory case study which seeks to ...
... As the shrinking pipeline metaphor (Camp, 1997) suggests, women are a minority in the ICTwo... more ... As the shrinking pipeline metaphor (Camp, 1997) suggests, women are a minority in the ICTworkplace due to a gradual decline of Page 12. ... interest. Once employed within the ICT domain, stereotypes may leave women vulnerable to ... associated with masculinity or femininity. ...
The research investigated women’s participation in the Australian Digital Content Industry, which... more The research investigated women’s participation in the Australian Digital Content Industry, which encompasses both multimedia and games production. The Digital Content Industry is an area of growing economic and social significance, both in Australia and internationally. Women are under-represented in core Digital Content Industry work but there has been little theoretical or empirical investigation of the underlying issues. This research identified a range of influences on women’s participation and provides a better understanding of this complex social phenomenon by proposing that influences should be understood from the perspective of agent-driven mechanisms. The key contribution is a new theory - the Acts of Agency Theory - which was used to discuss the phenomenon and issues underpinning women’s participation and to recommend strategies that should foster greater participation of women in the Digital Content Industry.
The purpose of the reported research is to investigate the research problem: Why do women partici... more The purpose of the reported research is to investigate the research problem: Why do women participate in the Australian Digital Content Industry (DCI). The research investigates two research questions: 1) What are the influences on women's participation? and 2) How can we understand these influences? The research problem arises as a result of a global pattern of women traditionally being under-represented in the industries related to technology use and development, and the continued underrepresentation of women in multimedia and games development production. The research approach employed an exploratory case study, underpinned by a Critical Realist ontology, which aimed for empirical, theoretical, and explanatory insights. Multiple sources of qualitative data were collected over the 2007-2011 period. Primary data included the results of semi-structured interviews with 18 female
Book Description
Occupational segregation is an important issue and can be detrimental to women. ... more Book Description Occupational segregation is an important issue and can be detrimental to women. There is a strong need for more women in science, engineering, and information technology, which are traditionally male dominated fields. Female representation in the computer gaming industry is a potential way to increase the presence of women in other computer-related fields.
Gender Considerations and Influence in the Digital Media and Gaming Industry provides a collection of high-quality empirical studies and personal experiences of women working in male-dominated fields with a particular focus on the media and gaming industries. Providing insight on best methods for attracting and retaining women in these fields, this volume is a valuable reference for executives and members of professional bodies who wish to encourage women in their career progression. Chapter description There is a need to understand the phenomenon of women’s under-representation in the Australian Digital Content Industry (DCI) workforce. This chapter presents the findings from an Australian case study where both women working in the industry and industry stakeholders were interviewed for their insight into the influences on women’s participation. The rich empirical data and findings from the case study are interpreted using the Acts of Agency theory—an original theory by the author of this chapter. As the chapter reveals there are five ‘Acts of Agency’ (containing 10 agent-driven mechanisms) identified as influencing women’s participation. Agent-driven mechanisms recognise the causal effect of people themselves; that is, the role individuals play in their participation.
Like the invention of the printing press, the Internet is radically transforming the most basic e... more Like the invention of the printing press, the Internet is radically transforming the most basic elements of modern civilization. The growing presence of digital technologies and the dramatic impact of networked collaboration constitute a new mode of information production that is reshaping many societies around the world. Underlying this socioeconomic restructuring is the critical importance of digital networks as platforms for creativity and innovation. This edited collection examines the current ways that mass collaboration intersects with sociocultural, technosocial and political changes in varied contexts, and questions their impact on established institutions and modes of production. New tools inevitably engender changes in the way people interact, communicate and collaborate; however, it is increasingly clear that information and communication technologies are now leveraging a democratic shift in a wide array of technological, political and social spaces. The dramatic success of mass collaboration in a multitude of contexts poses a challenge, not only to the dominant economic paradigm, but also to a broad range of received social science thinking. This collection interrogates established theories and concepts in the light of recent developments and builds upon emergent research and original empirical findings.
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Occupational segregation is an important issue and can be detrimental to women. There is a strong need for more women in science, engineering, and information technology, which are traditionally male dominated fields. Female representation in the computer gaming industry is a potential way to increase the presence of women in other computer-related fields.
Gender Considerations and Influence in the Digital Media and Gaming Industry provides a collection of high-quality empirical studies and personal experiences of women working in male-dominated fields with a particular focus on the media and gaming industries. Providing insight on best methods for attracting and retaining women in these fields, this volume is a valuable reference for executives and members of professional bodies who wish to encourage women in their career progression.
Chapter description
There is a need to understand the phenomenon of women’s under-representation in the Australian
Digital Content Industry (DCI) workforce. This chapter presents the findings from an Australian case study where both women working in the industry and industry stakeholders were interviewed for their insight into the influences on women’s participation. The rich empirical data and findings from the case study are interpreted using the Acts of Agency theory—an original theory by the author of this chapter. As the chapter reveals there are five ‘Acts of Agency’ (containing 10 agent-driven
mechanisms) identified as influencing women’s participation. Agent-driven mechanisms recognise the causal effect of people themselves; that is, the role individuals play in their participation.
Occupational segregation is an important issue and can be detrimental to women. There is a strong need for more women in science, engineering, and information technology, which are traditionally male dominated fields. Female representation in the computer gaming industry is a potential way to increase the presence of women in other computer-related fields.
Gender Considerations and Influence in the Digital Media and Gaming Industry provides a collection of high-quality empirical studies and personal experiences of women working in male-dominated fields with a particular focus on the media and gaming industries. Providing insight on best methods for attracting and retaining women in these fields, this volume is a valuable reference for executives and members of professional bodies who wish to encourage women in their career progression.
Chapter description
There is a need to understand the phenomenon of women’s under-representation in the Australian
Digital Content Industry (DCI) workforce. This chapter presents the findings from an Australian case study where both women working in the industry and industry stakeholders were interviewed for their insight into the influences on women’s participation. The rich empirical data and findings from the case study are interpreted using the Acts of Agency theory—an original theory by the author of this chapter. As the chapter reveals there are five ‘Acts of Agency’ (containing 10 agent-driven
mechanisms) identified as influencing women’s participation. Agent-driven mechanisms recognise the causal effect of people themselves; that is, the role individuals play in their participation.