Gender, gaming, and careers
According to the American Association of University Women’s Educational Foundation Commision on Technology, current estimates suggest that by 2010, one fourth of all new jobs will be technologically oriented. The challenge is paramount for the poor, minorities, and women, as these are the groups who tend to have less access to computers and technology. According to a NSF report, nearly 50% of White families in the US own a PC, but fewer than 25% of Black families own one. The divide is all too evident.
In the past, video games have been seen as a “boy’s toy”, with many games reinforcing stereotypes (”please rescue the helpless princess!”) Recent shifts have seen stronger female characters and more women playing games in general — 43% of all gamers today are women, but most of these women are over the age of 18 (Entertainment Software Association, 2005). Popular titles include massively multiplayer online games and gender neutral software and gaming titles such as EA’s The Sims. How can we prevent girls from forming negative stereotypes about computers and technology, particularly in the thinking that only males are capable of succeeding in such careers? The responsibility for closing the gender gap isn’t just with software and game developers, but also with the educational system and families. Teachers must ensure that both girls and boys have at least equal exposure to computers, and that stereotypes are not further reinforced. Slowly, some steps can be taken to move things towards greater equity, as far as career opportunities are concerned.