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Social Policy 4.0

Gaming's gender divide shapes careers and social futures

A new study of Swedish gamers reveals that the digital gaming industry is sharply divided by gender and age—but not by class or background. The finding matters to tech companies and policymakers because these divisions reflect and reinforce long-term career trajectories and life opportunities across the entire workforce.

Originaltitel: Distinguishing the players of the digital field: a multiple correspondence analysis of the socialisation practice within Swedish gaming

Abstrakt

<p>This article explores the field of contemporary gaming practices and preferences among players of various social backgrounds. From a Bourdieusian perspective based on the notion of different capital forms (economic, social, and cultural), the socialisation process of Swedish players of digital games (n=1019) is investigated through a multiple correspondence analysis on questionnaire data. The findings show that the contemporary Swedish gaming culture is clearly divided by gender and age, but not as visibly by social class, birthplace, or upbringing. The article concludes that the contemporary gaming culture restricts present dispositions and future trajectories among the agents of the gaming field.</p>

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