Paper #1 Comm. 3088 Fall 2021 – due Sept. 26 This paper will explore the rise of females playing video/online games (including mobile games, such as Farmville on Facebook) and working within the...

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You must use at least 3 academic articles from peer-reviewed journals, and the paper must be at least 5 pages in length, which does not include the cover page, an abstract page (if your academic major has you write these), or the Works Cited page.


Paper #1 Comm. 3088 Fall 2021 – due Sept. 26 This paper will explore the rise of females playing video/online games (including mobile games, such as Farmville on Facebook) and working within the gaming industry, where the numbers of women are very low. I have sent each of you in Canvas a recent article from Forbes magazine, “Women_In_Gaming.” The number of women playing games has increased, and especially so in Asia, where almost half of those playing games are female. But the number of women in the creative/coding side has not increased as notably. The article includes recent figures that show that those creating, coding, and marketing the games are predominately male. Women who DO work in the gaming industry often feel their gender is a handicap, and many report they have been harassed at work. In this paper, examine the history of gender in game design, especially looking at how women play games as compared to how men play, taking into account the goals of games. The article notes that around the world, women may have different motivations to play. How can gaming become more inclusive, and how can the culture of gender discrimination be changed? Remember, you must use at least 3 academic articles from peer-reviewed journals, and the paper must be at least 5 pages in length, which does not include the cover page, an abstract page (if your academic major has you write these), or the Works Cited page. Our dedicated librarian, Amanda Grombly, has this paper topic and will help you develop an online search strategy. Her contact information is in the syllabus.
Answered 3 days AfterSep 22, 2021

Answer To: Paper #1 Comm. 3088 Fall 2021 – due Sept. 26 This paper will explore the rise of females playing...

Harshita answered on Sep 25 2021
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Title: Paper #1 Comm. 3088
Contents
Introduction    3
Women in Asian Gaming    3
Women in International Gaming    3
Communication, Conflict and Gaming Culture    4
Female Twitch Streamers- The Rise of Female Streamers in Gaming    5
Harassment and Sexism    6
Conclusion    7
Works Cited    9

Introduction
The connection among women and computer games has gotten broad scholastic and media consideration. Female gamers have generally been viewed as a minority, however industry studies have shown that after some time, the sexual orientation proportion has become nearer to rise to and since the 2010s, women have been found to make up around half of all gamers. The sexual orientation proportion varies essentially between game kinds and women are profoundly underrepresented in sorts like first-individual shooters and amazing methodology games.
Women in Asian Gaming
Women are making everything fair across each of Asia's key business sectors including China, India and Japan. The female video gaming local area developed by 19% last year, as indicated by information authorized by Google. Among the large numbers of gamers joining the positions each year, females have been an enormous impetus for development; there are various variables, which are adding to this ascent, with storylines turning out to be more comprehensive and networks improving across the locale. For 2019, the quantity of female gamers had developed to 38% of the 1.33bn Asian gaming populace, as per Casserly. For China, they presently represent 45%.
Women in International Gaming
Women in Games International (WIGI) is involved female and male experts that advance variety in computer game turn of events, distributing, media, schooling and working environment dependent on the major conviction that expanding sexual orientation correspondence and brotherhood through unrivalled items, more noteworthy customer satisfaction and a more grounded gaming industry will have a worldwide effect.
Out of the 48% of women, who reported having played computer games in the United States, just 6% recognize themselves as players, contrasted with 15% of men who distinguish themselves as speculators. Despite the fact that computer games are viewed as social ancient rarities, the business has a social and mechanical disappointment of women in the media, especially as far as the impact of female voices in the business and the capacity of women to take part in the social discourse that games rouse.
A review in the Journal of Broadcasting and Electronic Media expresses that women who play numerous computer games are more probable in comparison to the men to differ with sex generalizations in betting and to be drawn to specific types of games in view of their recurrence of playing (Gil de Zuniga and Chen). Albeit this is not the standard method to acquaint others with betting, studies have shown that advancing female betting can positively affect women, who need to play computer games, thus, this being an advantage for women playing in computer games.
Communication, Conflict and Gaming Culture
Gaming society is an extra site of commitment for women's activist local area. Feminist gaming scholars have incorporated an intersectional...
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