[game_edu] Implications of students going into a male-dominatedindustry?
Jose P. Zagal
jzagal at cdm.depaul.edu
Thu Sep 22 14:14:40 EDT 2011
On the topic of GLBT content in games (and also tangentially on
representation within the industry), Adrienne Shaw has a nice article in
Games & Culture titled "Putting the Gay in Games: Cultural Production
and GLBT Content in Video Games".
http://gac.sagepub.com/content/4/3/228.abstract
Jose
On 9/22/2011 12:44 PM, Ian Schreiber wrote:
> Maria writes:
> >I don't know how anyone can breastfeed for a year (the minimal
> currently recommended period for baby health
> >reasons; it's better to go for two) on the US-mandated maternity leave
> of several weeks. The expectation of overtime in
> >all computer-related industries seals it. You may be able to
> procreate, but not necessarily experience some significant
> >aspects of parenthood, as Anthony explained in his personal story.
>
> Since others were bringing up legal protections in Australia and UK,
> figured I'd throw in what I know of US: employers are required to give
> 12 weeks unpaid maternity leave at the new mom's discretion within the
> first year. Employers are also supposed to make reasonable
> accommodations for breastfeeding, although what's "reasonable" is not
> strictly defined and varies widely. Anything beyond this is pretty much
> the employer's choice. No mandated paternity leave, and for parents that
> rely on mom's income, the "option" to take unpaid leave isn't
> particularly practical (especially not at the same time that all the
> delivery medical bills are coming in). The "protections" here are pretty
> thin, and would seem on their face to favor the women who don't need them.
>
> >Having a mother does not prepare one for the reality of staying up
> every night, a week or two in a row, with a sick child,
> >then going to work and be expected to perform like everybody else. It
> affects you quite differently from staying up all
> >night to play a computer game (I've done both). Two parents with
> full-time jobs significantly raise chances of childhood
> >sickness for their babies, so the situation becomes more likely.
>
> Obligatory plug: just this year, the IGDA Parents in Game Dev SIG was
> launched. There's a mailing list (igda-devs-with-kids at googlegroups.com),
> and an "official" hashtag, #gamedevparents on Twitter. From what people
> have said there, it is possible to be both parent and developer, mostly
> by giving up the opportunity to work at studios that have more
> aggressive time expectations.
>
>
> Adam Parker says:
> >The real question, from academia's standpoint, is how we are to help
> build a diverse industry right now - starting from a
> >clear statement that diversity equals better economic sense, instead
> of arguing on the bigot's terms for the relevance
> >of diversity.
>
> AFAIK, in industry, there are basically two methods to achieve diversity
> within a dev studio:
>
> 1. Make diversity a core company value from inception. If the workplace
> starts diverse, it is more likely to stay that way, and each new hire is
> more likely to not be like anyone already there. "That interview
> candidate is a little too much like Ted. We already have one Ted, we
> don't need another."
>
> 2. If the studio is already largely homogenous, grow a lot, quickly. If
> your 20-person team becomes 200 in a few months, any corporate culture
> you may have had will be disintegrated (or at least sufficiently
> diluted) as long as your growth is diverse.
>
> (Corollary: if your studio is homogenous and you're hiring one or two
> new people, you are basically screwed. Most likely, everyone will be
> looking for "team fit" i.e. "someone just like the rest of us." Even in
> a best-case scenario where you find someone different, they'll have a
> definite feeling of being a lone wolf... not exactly a happy place to be
> for a place where you'll be spending most of your day supposedly working
> on a "team".)
>
> From our end, best I can see is:
>
> 1. Make diversity, equality, yadda yadda a core value within our
> respective departments. Example: an all-male Engineering faculty is just
> not going to be as supportive of women's issues due to ignorance and
> lack of exposure, no matter how "enlightened" they are collectively, and
> that will manifest in the symptom of lower female enrollment.
>
> 2. Transmit this value to the student body. Internalize it within the
> curriculum. I saw two wonderful suggestions earlier in this thread: a
> required "ethics in games" class that covers the topic from all angles
> so that students have an understanding of the issues, and including
> diversity-minded assignments ("create a game for a target audience that
> isn't you").
>
> 3. Encourage and support entrepreneurially-minded students to start
> their own studios. Low chance of success individually, sure, but at
> least there's also a low burn rate... and every success can spawn one
> more diverse studio.
>
> 4. Wait. Give students who internalize these issues the time to reach
> positions of prominence within the industry.
>
> I'm open to other suggestions, though, especially anything I can
> implement in my classes right now.
>
> - Ian
>
>
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--
José P. Zagal
Assistant Professor
College of Computing and Digital Media
DePaul University
http://www.ludoliteracy.com/
http://facsrv.cs.depaul.edu/~jzagal
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