Fair Play Perspectives : Bridging Research, Design and Industry
(2025) DiGRA 2025- Abstract
- The world of games is no longer a males-only field of cultural leisure and labor practices. Many women and girls, and other marginalized groups, have taken console controls to heart and hands, embraced a variety of computer games and player modes, design games and participate in e-sports. The industry and academy and governmental policies have attempted to help balance the gender equality of the field. Yet, despite these efforts, games and their industries and labor markets leave much to be desired in terms of representation, equality and inclusion.
In line with the general aim of DiGRA 2025 to take stock of game studies, this presentation briefly reports on the findings from the first part of a research initiative that explores what... (More) - The world of games is no longer a males-only field of cultural leisure and labor practices. Many women and girls, and other marginalized groups, have taken console controls to heart and hands, embraced a variety of computer games and player modes, design games and participate in e-sports. The industry and academy and governmental policies have attempted to help balance the gender equality of the field. Yet, despite these efforts, games and their industries and labor markets leave much to be desired in terms of representation, equality and inclusion.
In line with the general aim of DiGRA 2025 to take stock of game studies, this presentation briefly reports on the findings from the first part of a research initiative that explores what has been done and what it now takes to diversify games and the game industry, from the perspective of those most implicated in it, namely feminist game design researchers, game designers and industry stakeholders.
(Less)
Please use this url to cite or link to this publication:
https://lup.lub.lu.se/record/d1971a8d-dd21-4331-9785-7995e920f42b
- author
- Enevold Duncan, Jessica
LU
and Hammeleff Jørgensen, Ida Kathrine LU
- organization
- publishing date
- 2025-01
- type
- Chapter in Book/Report/Conference proceeding
- publication status
- in press
- subject
- keywords
- games, equity, equality, game design, digital cultures, play, fair play, fair game, gender, inclusion, game industry, feminist game design
- host publication
- Proceedings of DIGRA 2025 : Malta - Malta
- pages
- 5 pages
- publisher
- Digital Games Research Association - DiGRA
- conference name
- DiGRA 2025
- conference location
- Valletta, Malta
- conference dates
- 2025-06-30 - 2025-07-04
- project
- Fair Game, The Colloquium, Game Jam and Lectures
- Digital Cultures Research Node
- language
- English
- LU publication?
- yes
- additional info
- The abstract is published on the conference website. The short paper will be published and available at the Digra online Library post-conference.
- id
- d1971a8d-dd21-4331-9785-7995e920f42b
- date added to LUP
- 2025-06-23 14:41:12
- date last changed
- 2025-07-28 15:46:28
@inproceedings{d1971a8d-dd21-4331-9785-7995e920f42b, abstract = {{The world of games is no longer a males-only field of cultural leisure and labor practices. Many women and girls, and other marginalized groups, have taken console controls to heart and hands, embraced a variety of computer games and player modes, design games and participate in e-sports. The industry and academy and governmental policies have attempted to help balance the gender equality of the field. Yet, despite these efforts, games and their industries and labor markets leave much to be desired in terms of representation, equality and inclusion. <br/>In line with the general aim of DiGRA 2025 to take stock of game studies, this presentation briefly reports on the findings from the first part of a research initiative that explores what has been done and what it now takes to diversify games and the game industry, from the perspective of those most implicated in it, namely feminist game design researchers, game designers and industry stakeholders.<br/>}}, author = {{Enevold Duncan, Jessica and Hammeleff Jørgensen, Ida Kathrine}}, booktitle = {{Proceedings of DIGRA 2025 : Malta}}, keywords = {{games; equity; equality; game design; digital cultures; play; fair play; fair game; gender; inclusion; game industry; feminist game design}}, language = {{eng}}, publisher = {{Digital Games Research Association - DiGRA}}, title = {{Fair Play Perspectives : Bridging Research, Design and Industry}}, url = {{https://lup.lub.lu.se/search/files/221921398/Fair_Play_Perspectives.Bridging_Research_Design_and_Industry_Paper_1852_Digra_2025_by_Ida_H_Jo_rgensen_and_J._Enevold_Duncan..pdf}}, year = {{2025}}, }