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DiGRA
The study examines why women remain a small minority at game jams.
This study examines why women remain a small minority at game jams, using a 2023 University of Malta Game Jam survey (66 respondents) that replicates a 2018 Brazilian study. Women made up only about a third of participants, and the authors investigate how a masculinised gaming culture, along with reported hostility and technical self-doubt, may deter them. Their central aim is to understand these barriers and to identify practical ways to make game jams more inclusive.
The findings reveal a clear perception gap. Women reported considerably more gender bias, discomfort, and dismissal of their ideas than men, many of whom were unaware of these experiences. Women were roughly twice as likely as men to feel uncomfortable (65% versus 32%), and they accounted for two-thirds of insecure respondents. Women were concentrated in artistic and design roles while men were largely programmers, and women were less likely to attend to make friends. Although game jams were generally viewed as fairer than broader ICT and gaming industries, women's reports of differential treatment remained largely unchanged between 2019 and 2023.
Both genders acknowledged bias in the wider game development industry, yet women were far more likely to report being belittled or having their ideas invalidated. The authors' conclusions emphasise that responsibility rests with organisers rather than with women who experience discrimination. Recommended measures include clear conduct policies, gender-balanced team formation, equitable facilities, and explicit recognition of non-technical contributions. The study frames game jams' collaborative, multidisciplinary character and their appeal to newcomers as an opportunity to build a safer, more inclusive environment.
DiGRA · 2026