Gender Asymmetries in the Digital Games Sector in Portugal


Lima Luciana Gouveia Patrícia
2020 DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere

In this paper, we describe the results of a research in progress that seeks to analyze gender asymmetries in the digital games sector in Portugal. The results of its first phase indicated that the percentage of girls enrolled in digital games courses is significantly lower than the percentage of boys. This suggests that tertiary training in digital games is not attractive for girls in Portugal. We also examined physical characteristics of characters with human traits in digital games produced in the country between 2014 and 2018 through a gender perspective. Finally, we analyzed the results of the focus groups made with higher education students. Many of them argued that the underrepresentation of women in gaming industry is a matter of sensitivities of interest. This research points to the need to develop in-depth studies on a theme that has been neglected for years in the game studies.

 

There’s an App For That?: Are Mobile Music Games Serious Educational Tools


Pierce Charlotte Woodward Clinton J. Bartel Anthony
2020 DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere

Music students face a significant cognitive load, which often causes them to abandon musical studies. Serious games offer a solution to this problem: present educational content in a fun package to increase student engagement and foster self-regulated, independent learning. In this paper we examine serious music games, specifically on the iOS platform. We address three questions: whether these games exhibit the benefits that serious games are considered to have; whether they provide educational value; and whether they offer any improvement over traditional teaching tools. We found that although they can offer the benefit of immediate, automated feedback, the currently available games cover only a small amount of musical knowledge. They also tend to support rote-learning style tasks, resulting in low-level learning outcomes, and do not tailor content to players. Despite these drawbacks the games offer some educational value. However, there is significant scope for continued development in the future.