Gender Asymmetries in the Digital Games Sector in Portugal


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.