Abstract:
The video game industry is predominantly male in both its producer and its
consumer base, a result of significant barriers preventing women from participating in
the industry equally. These barriers include women's Jack of involvement in computer
science education, a lack of confidence in their abilities, and a general attitude of
exclusion within the video game industry. This thesis will use feminist language theory
to examine the overt and inferential sexist interactions present in professional and
casual settings in the videogame industry, and suggesting that the industry might use
feminist language theory to create safer spaces for women's participation.
Description:
41 pages. A thesis presented to the Department of Economics and the Clark Honors College of the University of Oregon in partial fulfillment of the requirements for degree of Bachelor of Science, Spring 2014.