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This work looks at the gendered nature of the US video gaming
industry. Although there were attempts to incorporate women into
development roles and market towards them as players, the creation
of video games and the industry began in a world strongly gendered
male. The early 1980s saw a blip of hope that the counter-cultural
industry focused on fun would begin to include women, but after the
video game industry crash, this free-wheeling freedom of the
industry ended along with the beginnings of the inclusion of women.
Many of the threads that began in the early years continued or have
parallels with the modern video game industry. The industry
continues to struggle with gender relations in the workplace and
with the strongly gendered male demographic that the industry
perceives as its main market.
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