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Oct 27, 2017
993
ResetEra member Bane posted a thread about this book back in May 2018, but in light of a recent announcement from Prima Games (Thread: Prima Games Shutting Down), it might be a good time for an updated OP, to highlight the publication of the book on December 4, 2018:
Featuring intriguing interviews from 100 influential women in gaming, learn how women have played -- and will continue to play -- important roles in the burgeoning video game industry. Women in Gaming: 100 Professionals of Play is a celebration of women's accomplishments in the video game industry, ranging from high-level executives to programmers to pro-gamers. This insightful and celebratory book highlights women who helped establish the industry, women who disrupt it, women who fight to diversify it, and young women who will someday lead it. Featuring household names and unsung heroes, each individual profiled plays an important role in the gaming industry.

A select few of the remarkable women featured in this book include:
  • Ashly Burch: Emmy-winning writer and voice actress.
  • Carol Shaw: Early industry programmer, designer, and Industry Icon award recipient.
  • Tracy Fullerton: Designer & director of USC Game Innovation Lab.
  • Emily Greer: Cofounder & CEO of Kongregate.
  • Perrin Kaplan: Former vice president of marketing for Nintendo of America.
  • Jane Ng: Senior game artist at Valve.
  • Patricia Vance: Longtime ESRB president & founder of the International Age Rating Coaltion.
  • Karisma Williams: Xbox & Oculus VR Senior UI/UX Designer.
  • Lorraine McLees: Art Lead at Bungie.
  • Rebecca Heineman: Programmer and founding member of Interplay Productions.
100 Professionals of Play: Interviews and Special Features with 100 diverse and prominent women highlighting their impact on the gaming industry in the fields of design, programming, animation, marketing, voiceover, and many more.

Pro Tips: Practical and anecdotal advice from industry professionals for young adults working toward a career in the video game industry.

Essays: Short essays covering various topics affecting women in gaming related careers, including "Difficult Women: The Importance of Female Characters Who Go Beyond Being Strong," "NPC: On Being Unseen in the Game Dev Community," and "Motherhood and Gaming: How Motherhood Can Help -- Not Hurt -- a Career."

"A Day in the Life of" Features: An inside look at a typical day in the gaming industry across several vocations, including a streamer, a voice actor, and many more.

[The above is pasted from: https://www.primagames.com/shop/women-gaming-100-pioneers-play]

The Prima site links to a bunch of places where it can be pre-ordered (Prima / Amazon / Barnes and Noble / Gamestop), so hopefully the publication/promotion & overall/eventual sales potential of the book will be mostly unaffected by the planned shutdown ("...Prima Games will halt operations by [spring 2019]...").

The author/interviewer for the book is Meagan Marie, who is currently 'Senior Community & Social Media Manager' at Crystal Dynamics. Her previous work includes the well-regarded 20 Years of Tomb Raider, published in October 2016. From the 'About the Author' section for that book:
At the age of 12, Meagan Marie wanted to be Lara Croft. After realizing that "fictional character" wasn't a vocation, she set her sights on working in the video game industry. Meagan attended school for Graphic Design and Journalism/Mass Communications at the University of Minnesota and secured a position at Game Informer magazine fresh out of college. She worked at Game Informer for several years, covering a variety of content such as news writing, event reporting, and long-lead original features. Highlights of her time at the publication include authoring world-exclusive cover stories for Portal 2 and the Tomb Raider reboot. The latter introduced her to the team at Crystal Dynamics.

After the issue hit newsstands and the fresh take on the franchise had debuted to the world, Meagan was offered a position at Crystal Dynamics as Community Manager, relocating to California to accept the role. Now Senior Community Manager, over the past five years, Meagan has been responsible for establishing and evolving the brand presence on social media, engaging with fans online and at events worldwide, and acting as a studio spokesperson. The job has allowed her to travel everywhere from Singapore to São Paulo, feeding a flame for adventure originally ignited by Lara.

Inspired to use her platform to give back, Meagan is outspoken on issues of representation in gaming and pop culture. A long time cosplayer, she is also the creator of Causeplay Shop, which brings cosplayers and geek artists together for semi-annual sales that benefit charitable causes...
FYI: in addition to her current work as 'Senior Community & Social Media Manager' at Crystal Dynamics (from May 2011-April 2014 & October 2014-Present), for a six-month period in 2014 (April 2014 – September 2014), Meagan was the 'EU Community Programs Specialist' at Riot Games ("...In 2014, I left a job I loved and colleagues I adored to take up a post at Riot Games in Dublin..."). And in August 2018, she came forward to describe some of the disturbing stuff she experienced while at Riot Games, ICYMI:
https://www.resetera.com/threads/si...cism-homophobia-transphobia-rape-jokes.61002/ [Thread: August 9, 2018]
Megan Marie: "...After six months of near-daily misery, I was exhausted. I signed their [non-disclosure] agreements [back in 2014]. I needed to get out. I recognize that I put myself at legal risk by disclosing my experience now [in August 2018]. After years of regret and the thought that these practices could still be going on today, affecting countless others who also feel alone and outgunned by a company they were once excited to be a part of, I am willing to take that risk. I want to work towards a better and more inclusive industry and show solidarity with the other women who have come forward... The in-depth article on Kotaku and outpouring of other stories from both current and ex-Rioters finally gave me the courage to speak up, despite my concerns about professional or legal ramifications. I should have done this four years ago. I tried to facilitate change while working at Riot and after my departure. I'm hoping the groundswell of voices will now finally cause real, meaningful change within one of the most influential gaming companies in the world..."

See Also:
Riot | Our First Steps Forward (Statement) [Thread: August 29, 2018]
Riot Games hires the Harvard professor tasked with fixing Uber to try to fix Riot [Thread: September 12, 2018]
Current and Former Employees Sue Riot Games for Gender Discrimination [Thread: November 6, 2018]
[Kotaku] Riot Games is now being investigated by the State of California for gender discrimination [Thread: June 12, 2019]
Riot Games settles class-action suit by female employees who alleged harassment and discrimination [Thread: August 22, 2019]
Women suing Riot Games may deserve $400 million, not $10 million, state regulator says [Thread: January 21, 2020]


2020 UPDATE:
Meagan Marie's Women in Gaming: 100 Professionals of Play was recently featured alongside a number of other interesting books ('7 Empowering Books For Female Gamers Packed Full Of Advice & Analysis'), a list compiled by journalist Sophie McEvoy. For folks interested (and for those who might want to offer recommendations of their own), McEvoy's list is below:




 
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matimeo

UI/UX Game Industry Veteran
Verified
Oct 26, 2017
979
Hey! I'm featured in this book. Whoa it's big. Prima just sent a mail to let participants know that this book will release per schedule with marketing despite the recent Prima announcement.

Also this is the second book I've been humbled to be a part of. Old school publishing takes so much time. I'm always in awe of those who can pull of a project like this while keeping so many others up to date and on track for contributions.
 

Khanimus

Avenger
Oct 25, 2017
40,178
Greater Vancouver
Hey! I'm featured in this book. Whoa it's big. Prima just sent a mail to let participants know that this book will release per schedule with marketing despite the recent Prima announcement.

Also this is the second book I've been humbled to be a part of. Old school publishing takes so much time. I'm always in awe of those who can pull of a project like this while keeping so many others up to date and on track for contributions.
Congrats!
 

Deleted member 5086

User requested account closure
Banned
Oct 25, 2017
4,571
This looks really interesting. Thanks for posting! I just preordered a hardcover copy.

Hey! I'm featured in this book. Whoa it's big. Prima just sent a mail to let participants know that this book will release per schedule with marketing despite the recent Prima announcement.

Also this is the second book I've been humbled to be a part of. Old school publishing takes so much time. I'm always in awe of those who can pull of a project like this while keeping so many others up to date and on track for contributions.

That's awesome, congrats. :)
 

Mesoian

▲ Legend ▲
Member
Oct 28, 2017
26,433
That's a hell of a way to go out.

I think I'll pick this up. It can replace one of my coffee table books.
 

Slayven

Never read a comic in his life
Moderator
Oct 25, 2017
93,051
Hey! I'm featured in this book. Whoa it's big. Prima just sent a mail to let participants know that this book will release per schedule with marketing despite the recent Prima announcement.

Also this is the second book I've been humbled to be a part of. Old school publishing takes so much time. I'm always in awe of those who can pull of a project like this while keeping so many others up to date and on track for contributions.
Congratulations
 

matimeo

UI/UX Game Industry Veteran
Verified
Oct 26, 2017
979

This looks really interesting. Thanks for posting! I just preordered a hardcover copy.



That's awesome, congrats. :)


Thanks everyone. It's definitely tough being in a specialized industry doing such a specialized role. UI and UX has gained some traction in the industry since I started but we still have a long way to go to help leaders understand the investment matters not just for business goals but critical to compliment the industry goals of accessibility and inclusion.

I always tell those I mentor, there will be times where it seems like no one is listening, what you do is not valued or appreciated, but keep pushing for what's right. Many are in fact watching and being influenced in their own spaces.

Recognition often comes late in creative fields. Having the ability to inspire others is awesome and often comes when you least expect it so it's important to give back. I spoke with high school kids last week. It's a big deal to see someone that looks like you doing what you want to. I never had that, so now I try to be that for others.
 
OP
OP
Schopenhauerian
Oct 27, 2017
993


This looks really interesting. Thanks for posting! I just preordered a hardcover copy.
Sure thing! Nice to see how much other folks are looking forward to this.
Hey! I'm featured in this book. Whoa it's big.

Prima just sent a mail to let participants know that this book will release per schedule with marketing despite the recent Prima announcement.
Congrats! That's awesome. Nice to hear that update from Prima as well.
 
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OP
OP
Schopenhauerian
Oct 27, 2017
993
Yeah, I agree. :)
So i am a bit lost here- where could i buy a digital ver od the book from again?
From what I can tell, the Nook version and the Kindle version are both 10 bucks, though I'm not sure if a digital version is available anywhere else. EDIT: Looks like the digital version is available on a bunch of additional platforms: Kobo / Itunes / Google Play
Good point! The artist who did this cover has tweeted about it (here and here), and the inspiration you've noted is definitely an important one: perhaps it will be noted/discussed at some length within the book itself.
 
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Deleted member 3812

User requested account closure
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Oct 25, 2017
8,821
Happy to see this thread bumped recently.

I have pre-ordered the hardcopy of this book and will start reading it once it gets to my house.

Very glad to see that the hard work of women working in the gaming industry is getting major recognition through this book.

I'm saddened that Prima Games is shutting down but am glad this book is getting released before the shutdown.
 

Deleted member 5086

User requested account closure
Banned
Oct 25, 2017
4,571
My copy of the hardcover version arrived today. ^^ Can't wait to dig into it tonight, but it looks awesome.
 

Morrigan

Spear of the Metal Church
Member
Oct 24, 2017
34,317
I went to wishlist this and checked Amazon.ca to make sure it was available and....
KGb5E1q.png

🤔
 
OP
OP
Schopenhauerian
Oct 27, 2017
993
Google Books - Book Preview: Link




Dean Takahashi wrote about the Dec 4th Launch Event here:
"...evening of panels of female gaming pioneers at the headquarters of Crystal Dynamics in Redwood City, California... The first panel included Carol Kantor, a former Atari employee who created user research for video games; Evelyn Seto, a former Atari graphic designer who collaborated on early art work, branding, and packaging; Brenda Laurel, founder and vice president of design at Purple Moon Games; and Jennell Jaquays, former game designer at Coleco, id Software, Ensemble Studios, CCP, and renowned Dungeons & Dragons adventure module author and artist... On the second panel were Rebecca Heineman, cofounder of Oldsküül and a decades-long veteran; Alyssa Finley, former leader on the BioShock series and former Telltale games executive producer; Francesca Reyes, former games journalist, OXM Editor-in-Chief, and current 2K user research manager; and Kellee Santiago, former president at Thatgamecompany and current partnerships development lead at Google Entertainment for VR/AR/XR..."
 
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OP
OP
Schopenhauerian
Oct 27, 2017
993
Polygamer #84 (Podcast) - Interview with Author:
"...On the eve of her book being published on December 4, 2018, I asked Marie how she discovered so many people to interview; the importance of intersectionality and representation in her book's roster; why this was the right time to publish this book; what it was like to work with Prima Games when they were shutting down, and how DK and Crystal Dynamics stepped up to help; the obstacles presented by impostor syndrome; and what she learned from interviewing so many accomplished and inspiring women..."
From an Xbox Wire Interview:
"...Prima approached me about writing a book on women in video games in late in late 2017. They were interested in a culture-focused publication to expand beyond their mainstay strategy guides. I eagerly accepted, as increasing the visibility of women's contributions to video games has been a longtime passion project of mine. I also quickly recognized the immense responsibility of taking on such an important subject matter, and knew that I had an obligation to get it right. Aside from the general subject matter, Prima gave me freedom to establish nearly all aspects of the book myself – from the overall format, to the list of participants, and even the cover artist. Before establishing the table of contents, I ordered a variety of books about the historical achievements of women in a variety of fields – women in space, ecology, mountaineering, and more. From these books, I landed on a presentation that I thought could be both entertaining and educational.

Women in Gaming: 100 Professionals of Play profiles the accomplishments of women who have contributed to the industry in a meaningful way, from a wide variety of fields, geographic locations, and perspectives. I also wanted the book to appeal to more than just core gamers and fellow professionals. As such, I included a glossary of terminology and high-level decade overviews to contextualize profiles. The book also features "Day in the Life of" spreads that detail the wide-variety of industry careers available – from working as a video game buyer at a major retailer, to a pro-gamer, community manager, producer, designer, and more. With Essays and "In Their Own Words" features factored in, I managed to sneak in well over 150 contributors!
The Xbox Wire Interview page also includes a lengthy 'Note From the Author' (taken from page 7 of the book):
...With that caveat out of the way, let's talk about what this book is:
  • It illustrates that women have always played a major role in the video game industry, despite widely-accepted beliefs that it originated as and continues to be the domain of men.
  • It represents a diverse array of women's voices, including women of color, LGBTQ+ women, women from developing markets, and other often marginalized groups.
  • It is a celebration of achievements, not a chronicling of challenges. Although we do touch on gender issues from both a personal and systemic standpoint, we don't want them to overshadow success stories.
  • It highlights both industry icons and unsung heroes; those whose careers span decades, and those whose careers have just begun.
  • It counters the exclusionary opinion that only core development roles are key contributors to success by highlighting women in user research, quality assurance, systems administration, marketing, public relations, community management, journalism, retail, esports, and more.
  • It highlights women from varied facets of the industry; AAA, indie, mobile, casual, educational, experimental, and everything in-between.
  • It works lo dispel the notion that one woman must speak for all women by including direct quotes from diverse individuals. Opinions of contributors have not been edited or editorialized; they belong to each individual, as they should.
  • It embraces making mistakes and offers candid reflections from industry veterans and newcomers alike, addressing how missteps resulted in valuable learning opportunities.
  • It provides insight into specific industry disciplines through "Day in the Life of" features and a "Strategy Guide" of career resources, which is of value to all genders.
  • It is accessible to those unfamiliar with the industry through a "tutorial" that defines common terms and colloquialisms, as well as high-level industry overviews to provide context to contributor profiles.
...filling a list limited to only 100 influential women was an incredibly daunting task. Accepting that I couldn't include every woman who made a mark on gaming, I instead carefully curated contributors to represent a diverse array of life experiences, skills, and opinions. I networked with organizations from around the world to help surface women making change everywhere; from established markets, to emerging ones in the Middle East, Sub-Saharan Africa, the Caribbean, Southeast Asia, and more. I sought out accomplished women from varying ethnic, religious, and sexual identities. I interviewed women with backgrounds in AAA titles, indie games, games-for-change, and beyond. The diverse tapestry of stories collected in this book illustrates the immense potential video games have as a medium -- limited only by the most valuable resource within it -- the people...
 
OP
OP
Schopenhauerian
Oct 27, 2017
993
A heads up for folks in the Bay Area (tweeted an hour ago):


https://www.eventbrite.com/e/women-...ted-by-unity-technologies-tickets-53449266194
Unity invites you to celebrate the launch of Women in Gaming: 100 Professionals of Play, with a special women game developer networking event at our downtown San Francisco office! Please join us for a night of hosted talks by talented industry professionals and light refreshments. Attending Speakers Include:
  • Meagan Marie: Author of Women in Gaming: 100 Professionals of Play, Sr. Community & Social Media Manager at Crystal Dynamics
  • Shruti Verma: Marketing, Partnership Marketing, Video Gaming Evangelist, Start-ups and developer relations at Unity Technologies
  • Debbi Colgin: Veteran Industry Customer Support Director for Games such as Virtual Magic Kingdom, Habbo Hotel, Fiesta Online, and Second Life
  • Genevieve St-Onge: Passionate video games professional with established experience in brand marketing and social media. Now channeling all that love into indies!
  • Lisette Titre-Montgomery: Art Manager at Double Fine Productions, currently working on Psychonauts 2
  • Morrigan Johnen: Community & Social Media Manager at Crystal Dynamics having worked under major IPs including Tomb Raider, Dungeons and Dragons, Star Trek, and more.
  • And more to be confirmed!
Schedule:
  • [Introductory Mixer] 6:00 PM – 6:30 PM: Join Unity evangelists, local developers, and more at our special mixer event to celebrate the launch of Women in Gaming!
  • [Panel Discussion] 6:30 PM – 7:30 PM: A conversation by women professionals in the game industry, followed by a Q&A.
  • Autograph & networking opportunities] 7:30 – 8:00 PM: A chance to have your books signed, chat with panelists, and mingle with other attendees!
Link: https://www.eventbrite.com/e/women-...ted-by-unity-technologies-tickets-53449266194
 
OP
OP
Schopenhauerian
Oct 27, 2017
993
Meagan Marie's Women in Gaming: 100 Professionals of Play was recently featured alongside a number of other interesting books ('7 Empowering Books For Female Gamers Packed Full Of Advice & Analysis'), a list compiled by journalist Sophie McEvoy. For folks interested (and for those who might want to offer recommendations of their own), McEvoy's list is below:




 

Deleted member 11976

User requested account closure
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Oct 27, 2017
7,585
Haven't finished it but wanted to chime in and say one of the books recommended, Critical Play, is really fascinating. It's more of an academic and art history-styled text but anyone who wants to learn about Games (in a broader sense than Video Games) should definitely take a look.
 
OP
OP
Schopenhauerian
Oct 27, 2017
993

Haven't finished it but wanted to chime in and say one of the books recommended, Critical Play, is really fascinating. It's more of an academic and art history-styled text but anyone who wants to learn about Games (in a broader sense than Video Games) should definitely take a look.


Thanks for chiming in. Looking into stuff by the same author just now, I noticed this page (for a Game R&D Lab at Dartmouth led by the author, Mary Flanagan):

Cutting Through the Bias: Using Games and Interactive Experiences to Transform Bias Against Women in Stem.
Tiltfactor develops games that explore challenging and complex social issues to understand how and when games can have impact. We design, build, and study novel games drawing on what psychologists have discovered about biases such as implicit bias, stereotype threat, prejudice, and confirmation bias in order to reduce poor decision making, limitations in education and careers, and more. One particular strand is our work on stereotype threat and implicit bias toward women in science, technology, engineering, and math (STEM). We compiled our research on these subjects into a book called Cutting Through the Bias: Using Games and Interactive Experiences to Transform Bias Against Women in Stem. You can buy a copy here or download a pdf of the book here. The games that we have created as a part of this research include:
  • Awkward Moment, a party card game for middle school age kids and older; preliminary findings suggest that Awkward Moment strengthens associations between women and STEM and inspires greater assertiveness in confronting social bias.
  • Buffalo, a fast-paced party card game for adults and families; initial data suggests that buffalo reduces prejudice and encourages greater inclusiveness in players' representations of social identity groups.
These games are part of the National Science Foundation-funded project, "Transforming STEM For Women and Girls: Reworking Stereotypes & Bias", with additional assistance from the National Girls Collaborative Project. Publications include:
METADATA GAMES
We seek to understand the ways in which games, play, and social computing can work together to solve pressing societal needs. Metadata Games (MG) is a free and open source online game system for gathering useful data for digital archives. Our aims are to create fun and engaging online experiences for players while contributing to vital archival records, and offer opportunities for cultural heritage institutions and players to connect with one another in ways they may not have otherwise. With Metadata Games, we are investigating how player motivation, game design, crowdsourcing, and natural language techniques can produce more –and higher quality– metadata for more accurate search and improve community engagement. We are working with partners at the Boston Public Library, the Massachusetts Digital Commonwealth, and the Digital Public Library of America, among others. One Up, a two-player asynchronous image tagging game for mobile devices. This is a multi-round game where you score points for submitting single-word tags and try to get more points than your opponent. One Up is designed to foster higher quality tag submissions; a more detailed explanation of the methodology and preliminary test results was published as part of the 2013 Digital Games Research Associations (DiGRA) Proceedings.
  • Zen Tag, a single player game where one inputs, at their own pace, words and phrases that describe the image before them.
  • Pyramid Tag, a timed single player mobile game where players try to describe an image and match as many words as possible with a group of experts.
  • NexTag, a minimalized version of Zen Tag, Nex Tag offers players the ability to tag audio and moving image media.
These games are designed to be played online and also on mobile devices.

HEALTH
Our health games advance better understanding of community health issues. We investigate how design, quality, psychology, and innovation in games can result in better health communities and health outcomes. Our games aim to promote self-care, immunization and disease prevention, HIV/AIDS education, health care systems understanding, mental health, and more. We have worked with The Robert Wood Johnson Foundation, The Dartmouth Center for Health Care Delivery Science, the Minister of Health of Rwanda, and the Rippel Foundation. A sample of our games for health work includes:
  • POX: SAVE THE PEOPLE, a board game and iPad app that helps players understand the concept of herd immunity through vaccination.
  • Microbes, a card game developed for the Minister of Health of Rwanda to improve rates of handwashing among youth both at home and abroad.
  • RePlay Health, a freely-downloadable role-playing sport that models the American health care system and allows players to change the system (developed with The Dartmouth Center for Health Care Delivery Science and the Rippel Foundation).
  • In The Village, a card game that teaches self sacrificial sharing in the prevention of malaria.
  • Pathways for Quality, a card game to help communities organize as part of The Robert Wood Johnson Foundation's Aligning Forces for Quality effort.
Publications include: