As many of us who’ve been researching/working in/following the e-sports scene for years now know, the issues around gender there are complex and often quite fraught. Intel made a big announcement several months back that they were going to supporting serious initiatives on diversity in a variety of domains.
I was thrilled to be a part of it, along with a fantastic group of women, and men, working in the space. You can check out a VOD of the panel now. Here’s hoping it is just the kick-off to a rich program that seriously tackles issues around diversity and inclusion.
As I’ve long argued, women make up a tremendously energetic part of gaming. This includes e-sports. There is much to still be done to foster and support their continued participation in the scene. Here’s hoping this is a year where change really gets some momentum!
It was great to get a chance to talk to Philippa Warr about some of what’s been brewing in e-sports and live-streaming since the publication of my book. The title may be right up there with the MIT mag calling me a “big game hunter” ;)
Using data gathered through our participant observation and informal interviews at DreamHack Winter 2005 and 2009 we explore a number of themes that not only provide insight into aspects of face-to-face real-time play at LAN parties but also highlight considerations for game studies more generally. In particular, we focus on the heterogeneity of play and experience, the role of spectatorship in computer gaming, the public performance of leisure and gamer identity, and the growing presence of women in game culture. We conclude by suggesting that researchers should begin to consider the much larger trend in which this form of leisure activity is integrating itself into mainstream pop/youth/network culture.