Women in Turkey's Digital Game Ecosystem: Experiences of Female Employees in Early Contribution Era of Gaming Field
Year 2025,
Volume: 17 Issue: 1, 143 - 178, 01.06.2025
Ertuğrul Süngü
,
Deniz Özyurda Ergen
Abstract
This study examines the gender identities and sectoral experiences of women who have been working in Turkey's digital game industry for an extended period. The research provides an in-depth analysis of the gender-based discrimination and challenges women encounter across different areas of the sector. Through in-depth interviews, key findings have been obtained regarding the visibility of women in the industry, their strategies for combating inequality, and the role of female solidarity. Additionally, the study explores the patriarchal structure of the sector and the ways in which women navigate and challenge these dynamics, offering recommendations for fostering a more equitable transformation. The research discusses the necessary steps for strengthening the presence of women in the digital game industry.
References
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- Ecevit, Yıldız. “Emek.” Toplumsal Cinsiyet Çalışmaları, der. Yıldız Ecevit & Nadide Karkıner, (Eskişehir: Eskişehir Anadolu Üniversitesi Yayınları, 2011), 24-49.
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- Harvey, Alison, ve Stephanie Fisher. “Everyone Can Make Games!: The Post-Feminist Context of Women in Digital Game Production.” Feminist Media Studies 15, no. 4 (2014): 576–592. https://doi.org/10.1080/14680777.2014.958867.
- Haslam, Alexander ve Michelle Ryan. “The Road to the Glass Cliff: Differences in the Perceived Suitability of Men and Women for Leadership Positions in Succeeding and Failing Organizations.” Leadership Quarterly 19, no. 5 (2008): 530-546. https://doi.org/10.1016/j.leaqua.2008.07.011.
- Howard, Josh. “How Many Gamers Are There? (New 2024 Statistics).” Exploding Topics. (Erişim Tarihi: Şubat, 2024). https://explodingtopics.com/blog/number-of-gamers.
- İlkkaracan, İpek. “Türkiye Emek Piyasasında Toplumsal Cinsiyet Eşitsizlikleri.” Emek Piyasasında Toplumsal Cinsiyet Eşitliğine Doğru, der. İpek İlkkaracan, 22-57. (İstanbul: İTÜ KAUM, 2010).
- Jin, Chenghao, ve Shukun Xue. “Gender Discrimination and Differences in the Workplace.” Journal of Education, Humanities and Social Sciences no.22 (2023): 343-348.
- Johns, Merida. L. “Breaking the Glass Ceiling: Structural, Cultural, and Organizational Barriers Preventing Women from Achieving Senior and Executive Positions.” Perspectives in Health Information Management (2013). https://pmc.ncbi.nlm.nih.gov/articles/PMC3544145/.
- Johnson, John. “In-Depth Interviewing: Handbook of Interview Research Context & Method.” İçinde: In-Depth Interviewing, der. Jaber F. Gubrium, (London: Sage Publications, 2002), 103-119.
https://ssc300.files.wordpress.com/2010/08/in-depth-interviewing-j-johnson-pgs-103-119.pdf.
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Mortensen, Torill. “Anger, Fear and Games: The Long Event of #Gamergate.” Games and Culture (2016): 1-20. https://doi.org/10.1177/1555412016640408.
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- Nasr, Maroun. Gendered Game: Gender and Gender Imbalance in the Gaming Industry: How Is the Gender Imbalance Created and Explained in the Swedish Gaming Firms? Doktora tezi, KTH Industrial Engineering and Management School, 2020. (Erişim tarihi Ocak, 2, 2025).
https://www.diva- portal.org/smash/record.jsf?pid=diva2%3A1461097&dswid=7244
Newzoo. Global Games Market Report, 2024. https://newzoo.com/resources/trend-reports/newzoos-global-games-market-report-2024-free-version
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- Prescott, Julie ve Jan Bogg. “Segregation in a Male-Dominated Industry: Women Working in the Computer Games Industry.” International Journal of Gender Science and Technology 3, no. 1 (2011).
- Ruberg, Bonnie ve Amanda Phillips. “Not Gay as in Happy: Queer Resistance and Video Games.” Game Studies 18, no. 3 (2017).
- Ruberg, Bonnie, ve Adrienne Shaw, der. Queer Game Studies. Minnesota: University of Minnesota Press, 2017.
- Salvini, Silvia. “Gender Discrimination.” Encyclopedia of Quality of Life and Well-Being Research, der. Filomena Maggino. (Switzerland: Springer Nature, 2023), 2667–2671. https://doi.org/10.1007/978-3-031-17299-1_1126.
- SER Türkiye. Ar-Ge ve İnovasyonda Kadın Gücü Raporu. (İstanbul: SER Türkiye, 2024). https://sd.com.tr/wp-content/uploads/2024/03/SER-Turkiye-2024-Ar-Ge-ve-Inovasyonda-Kadin-Is-Gucu-Raporu.pdf.
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- Shaw, Adrienne. Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture. Minneapolis, USA: University of Minnesota Press, 2014.
- Sobczak, Anna. “The Queen Bee Syndrome, The Paradox of Women Discrimination on the Labor Market.” Journal of Gender and Power 9, no. 1 (2018): 51-61. https://doi.org/10.14746/jgp.2018.9.005.
- Taylor, Nicholas, Jennifer Jenson, & Suzanne de Castell. “Cheerleaders/Booth Babes/Halo Hoes: Pro-Gaming, Gender and Jobs for the Boys.” Digital Creativity 20, no. 4 (2009): 239–252. https://doi.org/10.1080/14626260903290323.
- Taylor, T. L. “Becoming a Player: Networks, Structure, and Imagined Futures.” Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming, der. Yasmin B. Kafai, Carrie Heeter, Jill Denner, Jennifer Y. Sun, (Cambridge, UK: MIT Press, 2008).
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Türkiye Dijital Oyun Ekosisteminde Kadınlar: Alana Erken Dönem Katkı Süreçlerinde Kadın Çalışanların Deneyimleri
Year 2025,
Volume: 17 Issue: 1, 143 - 178, 01.06.2025
Ertuğrul Süngü
,
Deniz Özyurda Ergen
Abstract
Bu çalışma, Türkiye’de dijital oyun sektöründe uzun süredir çalışan kadınların toplumsal cinsiyet kimlikleri ve sektör içindeki deneyimlerini incelemektedir. Kadınların sektörün çeşitli alanlarında cinsiyet temelli ayrımcılık ve zorluklarla karşılaştıkları dinamikler detaylı bir şekilde ele alınmıştır. Derinlemesine görüşmeler aracılığıyla, kadınların sektördeki görünürlüğü, eşitsizlikle mücadele yöntemleri ve kadın dayanışması hakkında önemli bulgulara ulaşılmıştır. Ayrıca, sektördeki ataerkil yapı ve kadınların bu yapıyla baş etme stratejileri üzerinde durulmuş, sektördeki eşitlikçi dönüşüm için önerilerde bulunulmuştur. Çalışma, dijital oyun sektöründe kadınların daha sağlam bir yere sahip olabilmesi için gerekli adımları tartışmaktadır.
References
- Ankara Kalkınma Ajansı. Dijital Oyun Sektörü Raporu. (Ankara, 2016).
https://www.kalkinmakutuphanesi.gov.tr/assets/upload/dosyalar/dijital-oyun-sektoru-raporu.pdf.
- Akman-Tömbekçi, Halil., ve Mehmet Akif Erişen. “Nitel Araştırmalarda Görüşme Tekniği.” Anadolu Üniversitesi Sosyal Bilimler Dergisi 22, no. Özel Sayı 2 (2022): 141-160.
- Alparslan, Ali. Murat, Özlem. Çetinkaya Bozkurt, ve Ayşe, Özgöz. “İşletmelerde Cinsiyet Ayrımcılığı ve Kadın Çalışan Sorunları.” Mehmet Akif Ersoy Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi 2, no. 1 (2015): 66-81.
- Bagnall, Gregory. “Queer(Ing) Gaming Technologies: Thinking on Constructions of Normativity Inscribed in Digital Gaming Hardware.” Queer Game Studies, der. Adrienne Shaw, Bonnie Ruberg, 135–144. (Minnesota, USA: Minnesota University Press, 2017).
- Bayat, İrep. & Beril, Parıldar Baykal. “Toplumsal Cinsiyet Ayrımcılığının Yarattığı Engeller: Çalışma Yaşamında Var Olmaya Çalışan Kadın.” Hacı Bayram Veli Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi 23, no. 3 (2021): 745-762.
- Beauvoir, Simone de. İkinci Cinsiyet. çev. Gülnur Savran. İstanbul: Koç Üniversitesi Yayınları, 2019.
- Bennett, Cinnamon. “Beyond the Leaky Pipeline: Consolidating Understanding and Incorporating New Research about Women’s Science Careers in the UK.” Brussels Economic Review – Cahiers Economiques De Bruxelles 54, no. 2-3 (2011): 149-176.
- Bozkurt, Başak, ve Aylin Akpınar. “Bilişim Sektöründe Toplumsal Cinsiyete Dayalı İş Bölümü.” Marmara Üniversitesi Kadın ve Toplumsal Cinsiyet Araştırmaları Dergisi 1, no. 2 (2017): 17-28. https://doi.org/10.26695/mukatcad.2018.8.
- Braithwaite, Andrea. “It’s About Ethics in Games Journalism? Gamergaters and Geek Masculinity.” Social Media + Society 2, no. 4 (2016). https://doi.org/10.1177/2056305116672484.
- Butler, Judith. Cinsiyet Belası: Feminizm ve Kimliğin Altüst Edilmesi. çev. Başak Ertür. (İstanbul: Metis Yayınları, 2018).
- Cassell, Justine, ve Henry Jenkins, der. From Barbie to Mortal Kombat: Gender and Computer Games. (Cambridge, MA: MIT Press, 1998).
- Catalyst. “The Double Bind Dilemma for Women in Leadership.” Catalyst Org. Şubat, 2024, https://www.catalyst.org/research/infographic-the-double-bind-dilemma-for-women-in-leadership/.
- Clark, Naomi. “What Is Queerness in Games Anyways?” Queer Game Studies der. Adrienne Shaw & Bonnie Ruberg, 2-13. (Minnesota, USA: University of Minnesota Press, 2017).
- Cole, Alayna, Adrienne Shaw ve Jessica Zammit. “Representations of Queer Identity in Games from 2013-2015.” İçinde Proceedings of Digital Games Research Association Conference, (USC Australia, 2017). 1-5.
- Connell, Raewyn, ve James Messerschmidt. “Hegemonic Masculinity: Rethinking the Concept.” Gender and Society 19, no. 6 (2005): 829-859.
- Cote, Amanda, ve Julia Raz. “In-Depth Interviews for Games Research.” İçinde: Game Research Methods, der. Pedri Lankoski & Staffan Björk, (Pittsburgh, PA: ETC Press, 2015). 93-116.
- Çetinkaya, Aysel. “Üretim ve Emek Ekseninde Dijital Oyun Sektöründe Kadın.” Uluslararası İnsan Çalışmaları Dergisi 3, no. 5 (2020): 201-219. https://doi.org/10.35235/uicd.726960.
Deloitte. Teknoloji Sektöründe Kadın Raporu. (İstanbul: Deloitte, 2018).
- https://tubisad.org.tr/tr/images/pdf/deloitte-tubisad-teknoloji-sektorunde-kadin-raporu.pdf.
Dyer-Whiteford, Nick. “The Work in Play: Video Gaming's Transnational and Gendered Division of Labour.” Journal of International Communication 6, no. 1 (1999): 69-93. https://doi.org/10.1080/13216597.1999.9751883.
- Ecevit, Yıldız. “Emek.” Toplumsal Cinsiyet Çalışmaları, der. Yıldız Ecevit & Nadide Karkıner, (Eskişehir: Eskişehir Anadolu Üniversitesi Yayınları, 2011), 24-49.
- Er, Olcay, ve Orhan Adıgüzel. “Cam Tavan Gölgesindeki Kraliçe Arılar: Kadınların Kariyer İlerlemelerinde Karşılaştıkları Engeller ve Etkili Liderlik.” Recep Tayyip Erdoğan Üniversitesi Sosyal Bilimler Dergisi 1, no. 2 (2015): 163-175.
- Foucault, Michel. Özne ve İktidar. çev. O. A. I. Ergüden. (İstanbul: Ayrıntı Yayınları, 2021).
- “GDC 2024 Report: More of the Same.” Women in Games. (Erişim Tarihi: Şubat 2024). https://www.womeningames.org/gdc-2024-report-more-of-the-same/.
- Halberstam, Jack. “Queer Studies.” A Companion to Gender Studies, der. Philomena Essed, David Theo Goldberg, Audrey Kobayashi, 62-70. (Blackwell Publishing, 2017).
- Harvey, Alison, ve Stephanie Fisher. “Everyone Can Make Games!: The Post-Feminist Context of Women in Digital Game Production.” Feminist Media Studies 15, no. 4 (2014): 576–592. https://doi.org/10.1080/14680777.2014.958867.
- Haslam, Alexander ve Michelle Ryan. “The Road to the Glass Cliff: Differences in the Perceived Suitability of Men and Women for Leadership Positions in Succeeding and Failing Organizations.” Leadership Quarterly 19, no. 5 (2008): 530-546. https://doi.org/10.1016/j.leaqua.2008.07.011.
- Howard, Josh. “How Many Gamers Are There? (New 2024 Statistics).” Exploding Topics. (Erişim Tarihi: Şubat, 2024). https://explodingtopics.com/blog/number-of-gamers.
- İlkkaracan, İpek. “Türkiye Emek Piyasasında Toplumsal Cinsiyet Eşitsizlikleri.” Emek Piyasasında Toplumsal Cinsiyet Eşitliğine Doğru, der. İpek İlkkaracan, 22-57. (İstanbul: İTÜ KAUM, 2010).
- Jin, Chenghao, ve Shukun Xue. “Gender Discrimination and Differences in the Workplace.” Journal of Education, Humanities and Social Sciences no.22 (2023): 343-348.
- Johns, Merida. L. “Breaking the Glass Ceiling: Structural, Cultural, and Organizational Barriers Preventing Women from Achieving Senior and Executive Positions.” Perspectives in Health Information Management (2013). https://pmc.ncbi.nlm.nih.gov/articles/PMC3544145/.
- Johnson, John. “In-Depth Interviewing: Handbook of Interview Research Context & Method.” İçinde: In-Depth Interviewing, der. Jaber F. Gubrium, (London: Sage Publications, 2002), 103-119.
https://ssc300.files.wordpress.com/2010/08/in-depth-interviewing-j-johnson-pgs-103-119.pdf.
- Kim, Hyesin. “Women's Games in Japan: Gendered Identity and Narrative Construction.” Theory, Culture & Society 26, no. 2-3 (2017): 165-188. https://doi.org/10.1177/0263276409103132.
- Laws, Judith. L. “The Psychology of Tokenism: An Analysis.” Sex Roles 51 (1975): 51-67.
- Lindlof, Thomas ve Brian Taylor. Qualitative Communication Research Methods. (Thousand Oaks: Sage, 2002).
Mortensen, Torill. “Anger, Fear and Games: The Long Event of #Gamergate.” Games and Culture (2016): 1-20. https://doi.org/10.1177/1555412016640408.
- Mulvey, Laura. “Visual Pleasure and Narrative Cinema.” Screen 16, no. 3 (1975): 6-18. https://doi.org/10.1093/screen/16.3.6.
- Nasr, Maroun. Gendered Game: Gender and Gender Imbalance in the Gaming Industry: How Is the Gender Imbalance Created and Explained in the Swedish Gaming Firms? Doktora tezi, KTH Industrial Engineering and Management School, 2020. (Erişim tarihi Ocak, 2, 2025).
https://www.diva- portal.org/smash/record.jsf?pid=diva2%3A1461097&dswid=7244
Newzoo. Global Games Market Report, 2024. https://newzoo.com/resources/trend-reports/newzoos-global-games-market-report-2024-free-version
- O'Donnell, John. Gamergate and Anti-Feminism in the Digital Age. (Switzerland: Palgrave Macmillan, 2022).
- Özdemir, Zeynep. “Türkiye’de Bilgi İletişim Teknolojileri Sektöründe Toplumsal Cinsiyet Eşitliği: Bir Feminist Teknobilim Perspektifi.” Alternatif Politika 15, no. 3 (2023): 505-521. https://doi.org/10.53376/ap.2023.19.
- Prescott, Julie ve Jan Bogg. “Segregation in a Male-Dominated Industry: Women Working in the Computer Games Industry.” International Journal of Gender Science and Technology 3, no. 1 (2011).
- Ruberg, Bonnie ve Amanda Phillips. “Not Gay as in Happy: Queer Resistance and Video Games.” Game Studies 18, no. 3 (2017).
- Ruberg, Bonnie, ve Adrienne Shaw, der. Queer Game Studies. Minnesota: University of Minnesota Press, 2017.
- Salvini, Silvia. “Gender Discrimination.” Encyclopedia of Quality of Life and Well-Being Research, der. Filomena Maggino. (Switzerland: Springer Nature, 2023), 2667–2671. https://doi.org/10.1007/978-3-031-17299-1_1126.
- SER Türkiye. Ar-Ge ve İnovasyonda Kadın Gücü Raporu. (İstanbul: SER Türkiye, 2024). https://sd.com.tr/wp-content/uploads/2024/03/SER-Turkiye-2024-Ar-Ge-ve-Inovasyonda-Kadin-Is-Gucu-Raporu.pdf.
- Sevecan, Funda ve Nesrin Çilingiroğlu. “Sağlık Alanındaki Araştırmalarda Kullanılan Niteliksel Veri Toplama Yöntemleri.” Toplum Hekimliği Bülteni 26, no. 1 (2007): 1-6.
- Shaw, Adrienne. Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture. Minneapolis, USA: University of Minnesota Press, 2014.
- Sobczak, Anna. “The Queen Bee Syndrome, The Paradox of Women Discrimination on the Labor Market.” Journal of Gender and Power 9, no. 1 (2018): 51-61. https://doi.org/10.14746/jgp.2018.9.005.
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