Gaming

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Bad, Bitch, and Curving: AREERS WITH STEM Code STreers Wlth Game-changing jobs Or tomorrow Combining-traditional cultural values with digital technologies p26 JUMP INTO Don't know what to do? Our has ogoga oui qwiz haTODAY'S all the answers p2o City vs Regional 7 very different paths to a coding career p14 COOLEST TECH JOBS eerswithSTEM.com Artificial intelligencel (Creativityl [Cybersecurity) (Start-ups! (Culturel Google MARU NIHONIHO LISY KANIE GAMERS ELISSA HARRIS A FUN, INTERACTIVE EXHIBITION RECOGNISES THE GROUNDBREAKING WORK BY WOMEN IN THE GAMES INDUSTRY e days of gaming being a boys-only zone are well and truly over. Nearly half of all gamers are women and, according to the Australian Bureau of Statistics, the number of women working in the industry rose from 8.7% in 2011-12 to 15% in 2015-16. But there is still a long way to go, and incidents like Gamergate-where female gamers and developers in the US were harassed and threatened for speaking out against sexism-give the industry a bad reputation. An exhibition at the Australian Centre for the Moving Image (ACMI) called Code Breakers: Women in Games aims to change that. Ten female programmers, producers, designers and directors from Australia and New Zealand are featured, and visitors can play their games, which range from big studio releases like Little Big Planet and Tricky Towers through to more experimental titles. As programmer Elissa Harris says in the exhibition, "One of the most important things for a child growing up is seeing people who look like them doing the things they want to be doing. More diversity behind the scenes also leads to more diversity in the games themselves. Protagonists in games used to be mainly men-now there is more variety, in culture and race, as well as gender. For example, Maru Nihoniho's Metio Interactive produces games with Mäori characters, and players can choose to play in English or Te Reo Mãori. And the good news is, Australia is ahead of the curve when it comes to being inclusive. Lisy Kane was the first female hire at League of Geeks in 2014 now the team is 35% women. "The video game industry has definitely identified the gender mbalance problem," she says. "They've accepted it and taken it on board and want to improve it." Code Breakers is at ACMI until November 5. Play the games online at acmi.net.au.-Chloe Walker Careers with Cade 29 Code CODE BITCH
Bad, Bitch, and Curving: AREERS WITH STEM
 Code
 STreers Wlth
 Game-changing jobs
 Or tomorrow
 Combining-traditional
 cultural values with
 digital technologies p26
 JUMP INTO
 Don't know what
 to do? Our has
 ogoga oui qwiz haTODAY'S
 all the answers p2o
 City vs Regional
 7 very different paths
 to a coding career p14
 COOLEST
 TECH JOBS
 eerswithSTEM.com
 Artificial intelligencel (Creativityl [Cybersecurity) (Start-ups! (Culturel Google

 MARU NIHONIHO
 LISY KANIE
 GAMERS
 ELISSA HARRIS
 A FUN, INTERACTIVE EXHIBITION
 RECOGNISES THE GROUNDBREAKING WORK
 BY WOMEN IN THE GAMES INDUSTRY
 e days of gaming being a boys-only zone are
 well and truly over. Nearly half of all gamers are
 women and, according to the Australian Bureau of
 Statistics, the number of women working in the
 industry rose from 8.7% in 2011-12 to 15% in
 2015-16. But there is still a long way to go, and
 incidents like Gamergate-where female gamers
 and developers in the US were harassed and
 threatened for speaking out against sexism-give
 the industry a bad reputation.
 An exhibition at the Australian Centre for the
 Moving Image (ACMI) called Code Breakers: Women
 in Games aims to change that. Ten female
 programmers, producers, designers and directors
 from Australia and New Zealand are featured, and
 visitors can play their games, which range from big
 studio releases like Little Big Planet and Tricky
 Towers through to more experimental titles.
 As programmer Elissa Harris says in the
 exhibition, "One of the most important things for
 a child growing up is seeing people who look like
 them doing the things they want to be doing.
 More diversity behind the scenes also leads to more
 diversity in the games themselves. Protagonists in
 games used to be mainly men-now there is more
 variety, in culture and race, as well as gender. For
 example, Maru Nihoniho's Metio Interactive produces
 games with Mäori characters, and players can choose
 to play in English or Te Reo Mãori.
 And the good news is, Australia is ahead of the
 curve when it comes to being inclusive. Lisy Kane
 was the first female hire at League of Geeks in 2014
 now the team is 35% women. "The video game
 industry has definitely identified the gender
 mbalance problem," she says. "They've accepted it
 and taken it on board and want to improve it."
 Code Breakers is at ACMI until November 5. Play
 the games online at acmi.net.au.-Chloe Walker
 Careers with Cade
 29

 Code
CODE BITCH

CODE BITCH

Anaconda, Bad, and Community: Americans Who Own Video Game Con soles Women 42% Men 37 % Boys -18 yrs 45% 43% 39% 17% 36% Women 18+ yrs Hispanic Black White <p><a href="https://listener-blue.tumblr.com/post/175888050086/thespectacularspider-girl-invigoraide" class="tumblr_blog">listener-blue</a>:</p><blockquote> <p><a href="http://thespectacularspider-girl.tumblr.com/post/175856358174/invigoraide-geekandmisandry-refinery29-yet" class="tumblr_blog">thespectacularspider-girl</a>:</p> <blockquote> <p><a href="http://invigoraide.tumblr.com/post/175785074993/geekandmisandry-refinery29-yet-another-stat" class="tumblr_blog">invigoraide</a>:</p> <blockquote> <p><a href="http://geekandmisandry.tumblr.com/post/134261154990/refinery29-yet-another-stat-that-proves-the" class="tumblr_blog">geekandmisandry</a>:</p> <blockquote> <p><a class="tumblr_blog" href="http://refinery29.tumblr.com/post/132669856325">refinery29</a>:</p> <blockquote> <h2><b><a href="http://www.refinery29.com/2015/11/96985/women-video-game-consoles?utm_source=tumblr.com&amp;utm_medium=post">Yet Another Stat That Proves The Male Gamer Stereotype Is A Farce</a></b></h2> <p>With new data from a Pew Research Center survey, we know that women play an even bigger role in the gaming community. Of the 40% of Americans who own a video game console, 42% are women and only 37% are men.<br/></p> <p><b><a href="http://www.refinery29.com/2015/11/96985/women-video-game-consoles?utm_source=tumblr.com&amp;utm_medium=post">READ MORE</a></b></p> </blockquote> <p>Oops, I accidentally reblogged this again.</p> </blockquote> <p>Good info but these visualizations are really Bad </p> </blockquote> <p><a href="https://www.theverge.com/2015/11/4/9670524/pew-survey-women-men-console-ownership-by-gender-2015">https://www.theverge.com/2015/11/4/9670524/pew-survey-women-men-console-ownership-by-gender-2015</a></p> <p>The Verge of all things shows the fault in the info.  The question asked is as follows:</p> <blockquote><p> “Please tell me if you happen to have each of the following items, or not. Do you have a game console like Xbox or PlayStation?” <br/></p></blockquote> <p>A console is a family device.  And we know that more women than men are single parents.  Which skews the data in women’s favor, as it’s highly likely that a child has a console. The single parent in question would therefore have purchased a game console but not plays it.</p> <p>Additionally, using the above question, it explains the drastic shift in women owning consoles compared to sub-18 boys.  You’re comparing boys who may not have a job to women who may be buying a console for their entire family.  You’re comparing an entire family entertainment system to a boy buying a console and putting it in his room with a TV.  </p> <p>Lastly, the racial breakdown is absolutely misleading.  It’s detailing the % of a racial group that owns a console, not the numbers sold.  You could have 100% of all Indians owning consoles in the USA and that would be still a statistical insignificance.  </p> <p>This infographic is inherently misleading.  Anyone who uses this to make any sort of statement on the state of gaming is an idiot who is trying to push an agenda.</p> </blockquote> <p>I just wish people would make up their minds. Are a high percentage of gamers women, or are women not welcome in gaming? Because I fail to see how it can be both. </p> </blockquote> <p>More proof that you can use “statistics” to say anything you like.</p>
Anaconda, Bad, and Community: Americans Who Own
 Video Game Con soles
 Women
 42%
 Men
 37 %
 Boys
 -18 yrs
 45%
 43%
 39%
 17%
 36%
 Women
 18+ yrs
 Hispanic Black White
<p><a href="https://listener-blue.tumblr.com/post/175888050086/thespectacularspider-girl-invigoraide" class="tumblr_blog">listener-blue</a>:</p><blockquote>
<p><a href="http://thespectacularspider-girl.tumblr.com/post/175856358174/invigoraide-geekandmisandry-refinery29-yet" class="tumblr_blog">thespectacularspider-girl</a>:</p>
<blockquote>
<p><a href="http://invigoraide.tumblr.com/post/175785074993/geekandmisandry-refinery29-yet-another-stat" class="tumblr_blog">invigoraide</a>:</p>
<blockquote>
<p><a href="http://geekandmisandry.tumblr.com/post/134261154990/refinery29-yet-another-stat-that-proves-the" class="tumblr_blog">geekandmisandry</a>:</p>
<blockquote>
<p><a class="tumblr_blog" href="http://refinery29.tumblr.com/post/132669856325">refinery29</a>:</p>
<blockquote>
<h2><b><a href="http://www.refinery29.com/2015/11/96985/women-video-game-consoles?utm_source=tumblr.com&amp;utm_medium=post">Yet Another Stat That Proves The Male Gamer Stereotype Is A Farce</a></b></h2>
<p>With new data from a Pew Research Center survey, we know that women play an even bigger role in the gaming community. Of the 40% of Americans who own a video game console, 42% are women and only 37% are men.<br/></p>
<p><b><a href="http://www.refinery29.com/2015/11/96985/women-video-game-consoles?utm_source=tumblr.com&amp;utm_medium=post">READ MORE</a></b></p>
</blockquote>

<p>Oops, I accidentally reblogged this again.</p>
</blockquote>

<p>Good info but these visualizations are really Bad </p>
</blockquote>
<p><a href="https://www.theverge.com/2015/11/4/9670524/pew-survey-women-men-console-ownership-by-gender-2015">https://www.theverge.com/2015/11/4/9670524/pew-survey-women-men-console-ownership-by-gender-2015</a></p>
<p>The Verge of all things shows the fault in the info.  The question asked is as follows:</p>
<blockquote><p>

 “Please tell me if you happen to have each of the following items, or not. Do you have a game console like Xbox or PlayStation?”

<br/></p></blockquote>
<p>A console is a family device.  And we know that more women than men are single parents.  Which skews the data in women’s favor, as it’s highly likely that a child has a console. The single parent in question would therefore have purchased a game console but not plays it.</p>
<p>Additionally, using the above question, it explains the drastic shift in women owning consoles compared to sub-18 boys.  You’re comparing boys who may not have a job to women who may be buying a console for their entire family.  You’re comparing an entire family entertainment system to a boy buying a console and putting it in his room with a TV.  </p>
<p>Lastly, the racial breakdown is absolutely misleading.  It’s detailing the % of a racial group that owns a console, not the numbers sold.  You could have 100% of all Indians owning consoles in the USA and that would be still a statistical insignificance.  </p>
<p>This infographic is inherently misleading.  Anyone who uses this to make any sort of statement on the state of gaming is an idiot who is trying to push an agenda.</p>
</blockquote>
<p>I just wish people would make up their minds. Are a high percentage of gamers women, or are women not welcome in gaming? Because I fail to see how it can be both. </p>
</blockquote>

<p>More proof that you can use “statistics” to say anything you like.</p>

<p><a href="https://listener-blue.tumblr.com/post/175888050086/thespectacularspider-girl-invigoraide" class="tumblr_blog">listener-blue</a>:...