Researching the Gender Divide of Digital Games
How to Overcome the Virtuous Cycle of the Games Industry
Even though almost 50% of the gaming population is female these days, only approximately 20% of the global workforce in the games industry is female. This might suggest the existence of a gender-specific access to the gaming space. This paper aims to define and describe four different layers on which gender-specifics seem to exist with regards to digital games. While an extensive research of existing studies has been the starting point for this work, an own empirical study was conducted (expert interviews within the German games industry). The findings help to describe the “virtuous cycle” model, first used with regards to the games sector by Tracy Fullerton, and validate its empirical relevance.