Women make up the majority of the players, but they don’t program

Detalhes bibliográficos
Autor(a) principal: Giovannetti, Victória
Data de Publicação: 2023
Outros Autores: Becker, João Luiz
Tipo de documento: Artigo
Idioma: por
Título da fonte: Cadernos de Pesquisa (Fundação Carlos Chagas. Online)
Texto Completo: https://publicacoes.fcc.org.br/cp/article/view/10233
Resumo: In Brazil, women make up the majority of digital game players, but they are not highly represented in the industry’s development and programming workforce, a fact that is common to other STEM careers. Considering this contradiction, a qualitative study with 22 women who work in this market as programmers sought to identify the barriers to increasing female representation in game development in the country. The results show that there are six types of barriers that begin as soon as the course is chosen and persist more intensely in the job market, and the main one is the lack of credibility in terms of technical knowledge.
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spelling Women make up the majority of the players, but they don’t programEllas son la mayoría del volumen de jugadores, pero no programanElles constituent la plupart des gameurs, mais elles ne programment pasElas são a maioria do volume de jogadores, mas não programamMulheresMercado de TrabalhoTecnologiaJogos DigitaisWomenJob MarketTechnologyDigital GamesMujeresMercado LaboralTecnologíaJuegos DigitalesFemmesMarché de TravailTechnologieJeux VidéoIn Brazil, women make up the majority of digital game players, but they are not highly represented in the industry’s development and programming workforce, a fact that is common to other STEM careers. Considering this contradiction, a qualitative study with 22 women who work in this market as programmers sought to identify the barriers to increasing female representation in game development in the country. The results show that there are six types of barriers that begin as soon as the course is chosen and persist more intensely in the job market, and the main one is the lack of credibility in terms of technical knowledge.En Brasil, las mujeres son la mayoría del volumen de jugadores de juegos digitales, pero no tienen una gran representación en la fuerza de trabajo de la industria en el área de desarrollo y programación, un hecho en común con otras carreras STEM. Considerando esta contradicción, a través de un estudio cualitativo con 22 mujeres que trabajan en este mercado como programadoras, buscó identificar cuáles son las barreras para el aumento de la representación femenina en el desarrollo de juegos en el país. Los resultados demuestran que existen seis tipos de barreras que comienzan en el momento de escoger la carrera y persisten de forma más intensa en el mercado laboral, siendo la principal la falta de credibilidad en cuanto al conocimiento técnico.Au Brésil, les femmes constituent la plupart des gameuses, mais leur representativité dans la force de travail dans le champ du développement et de la programmation n’est pas importante, comme dans les autres carrières STEM. Compte tenu de cette contradiction, on a cherché à repérer, à l’aide d’une étude qualitative avec 22 femmes qui exercent le métier de programmeuse dans ce secteur, quels sont les obstacles à l’augmentation de la représentativité féminine dans le développement des jeux au Brésil. Les résultats revèlent qu’il y a six catégories d’obstacles qui se présentent dès le choix de la formation et persistent avec plus de force dans le marché de travail, dont le principal est le manque de crédibilité concernant leurs connaissances techniques.No Brasil, as mulheres são a maioria do volume de jogadores de jogos digitais, porém não têm grande representatividade na força de trabalho da indústria na área de desenvolvimento e programação, fato em comum com outras carreiras STEM. Considerando essa contradição, por meio de um estudo qualitativo com 22 mulheres que trabalham nesse mercado como programadoras, buscou-se identificar quais são as barreiras para o aumento da representatividade feminina no desenvolvimento de jogos no país. Os resultados demonstram que existem seis tipos de barreiras que se iniciam no momento de escolha do curso e persistem de maneira mais intensa no mercado de trabalho, sendo a principal a falta de credibilidade quanto ao conhecimento técnico.Fundação Carlos Chagas2023-11-07info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://publicacoes.fcc.org.br/cp/article/view/10233Cadernos de Pesquisa; Vol. 53 (2023); e10233Cadernos de Pesquisa; Vol. 53 (2023); e10233Cadernos de Pesquisa; Vol. 53 (2023); e10233Cadernos de Pesquisa; v. 53 (2023); e102331980-53140100-1574reponame:Cadernos de Pesquisa (Fundação Carlos Chagas. Online)instname:Fundação Carlos Chagas (FCC)instacron:FCCporhttps://publicacoes.fcc.org.br/cp/article/view/10233/4688https://publicacoes.fcc.org.br/cp/article/view/10233/4746https://publicacoes.fcc.org.br/cp/article/view/10233/4747Copyright (c) 2023 Cadernos de Pesquisahttps://creativecommons.org/licenses/by-nc/4.0info:eu-repo/semantics/openAccessGiovannetti, VictóriaBecker, João Luiz2024-04-04T12:04:29Zoai:ojs.publicacoes.fcc.org.br:article/10233Revistahttp://publicacoes.fcc.org.br/ojs/index.php/cp/indexPRIhttps://old.scielo.br/oai/scielo-oai.phpcadpesq@fcc.org.br||cadpesq@fcc.org.br1980-53140100-1574opendoar:2024-04-04T12:04:29Cadernos de Pesquisa (Fundação Carlos Chagas. Online) - Fundação Carlos Chagas (FCC)false
dc.title.none.fl_str_mv Women make up the majority of the players, but they don’t program
Ellas son la mayoría del volumen de jugadores, pero no programan
Elles constituent la plupart des gameurs, mais elles ne programment pas
Elas são a maioria do volume de jogadores, mas não programam
title Women make up the majority of the players, but they don’t program
spellingShingle Women make up the majority of the players, but they don’t program
Giovannetti, Victória
Mulheres
Mercado de Trabalho
Tecnologia
Jogos Digitais
Women
Job Market
Technology
Digital Games
Mujeres
Mercado Laboral
Tecnología
Juegos Digitales
Femmes
Marché de Travail
Technologie
Jeux Vidéo
title_short Women make up the majority of the players, but they don’t program
title_full Women make up the majority of the players, but they don’t program
title_fullStr Women make up the majority of the players, but they don’t program
title_full_unstemmed Women make up the majority of the players, but they don’t program
title_sort Women make up the majority of the players, but they don’t program
author Giovannetti, Victória
author_facet Giovannetti, Victória
Becker, João Luiz
author_role author
author2 Becker, João Luiz
author2_role author
dc.contributor.author.fl_str_mv Giovannetti, Victória
Becker, João Luiz
dc.subject.por.fl_str_mv Mulheres
Mercado de Trabalho
Tecnologia
Jogos Digitais
Women
Job Market
Technology
Digital Games
Mujeres
Mercado Laboral
Tecnología
Juegos Digitales
Femmes
Marché de Travail
Technologie
Jeux Vidéo
topic Mulheres
Mercado de Trabalho
Tecnologia
Jogos Digitais
Women
Job Market
Technology
Digital Games
Mujeres
Mercado Laboral
Tecnología
Juegos Digitales
Femmes
Marché de Travail
Technologie
Jeux Vidéo
description In Brazil, women make up the majority of digital game players, but they are not highly represented in the industry’s development and programming workforce, a fact that is common to other STEM careers. Considering this contradiction, a qualitative study with 22 women who work in this market as programmers sought to identify the barriers to increasing female representation in game development in the country. The results show that there are six types of barriers that begin as soon as the course is chosen and persist more intensely in the job market, and the main one is the lack of credibility in terms of technical knowledge.
publishDate 2023
dc.date.none.fl_str_mv 2023-11-07
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
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dc.identifier.uri.fl_str_mv https://publicacoes.fcc.org.br/cp/article/view/10233
url https://publicacoes.fcc.org.br/cp/article/view/10233
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://publicacoes.fcc.org.br/cp/article/view/10233/4688
https://publicacoes.fcc.org.br/cp/article/view/10233/4746
https://publicacoes.fcc.org.br/cp/article/view/10233/4747
dc.rights.driver.fl_str_mv Copyright (c) 2023 Cadernos de Pesquisa
https://creativecommons.org/licenses/by-nc/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2023 Cadernos de Pesquisa
https://creativecommons.org/licenses/by-nc/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Fundação Carlos Chagas
publisher.none.fl_str_mv Fundação Carlos Chagas
dc.source.none.fl_str_mv Cadernos de Pesquisa; Vol. 53 (2023); e10233
Cadernos de Pesquisa; Vol. 53 (2023); e10233
Cadernos de Pesquisa; Vol. 53 (2023); e10233
Cadernos de Pesquisa; v. 53 (2023); e10233
1980-5314
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reponame_str Cadernos de Pesquisa (Fundação Carlos Chagas. Online)
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