ABSTRACT
“49 percent of all digital gamers in the United Kingdom are female.” (Lewis, 2013)
This is an alarming statistic for the hyper-masculine and sexist world that has dominated the industry on a global scale for the better part of 40 years. The idea that these females will move from playing their games into a professional IT career is still a dream or at least a whole generation away from becoming an equalised industry, given the current status of participation rates in education and cultural differences within the IT sector. In May 2013, it was estimated that, of the 15.5 million people aged 15-64 years in Australia, 2.9 million, or 19%, were enrolled in formal study. The ABS reported recently that 1.2% females enrolled in an IT approved course but on the contrary there were 5.2 % males.
Through empirical data and research it has been proven that females can compete and excel in creating games and programming the next biggest thing on the app market, for example. With male domination in executive roles within IT, the need for a cultural gender change in psyche globally and the exclusive cultural nature of the ICT industry, how are females going to fit into
the ICT or gaming industries in the distant future? Factors such as the decline in student numbers for ICT courses, the long hours of a working day in the industry and gender choices of careers, are all valid reasons for gender inequality within the Information and Technology industry.