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The University of Texas at Austin

Collaborative video game design work and diversity

Abstract

dc:description.abstract

The video game design industry is one of the most significant fields for both producing and using Information and Communication Technologies (ICTs) today. Many industry leaders, researchers, and players continue to argue that diverse representation in both games and the workforce matters for the health of the industry and for an equitable society. Very little research thus far, however, has directly considered how to better support diversity within collaborative video game design work. I identified three concrete areas to study diversity within this field (understanding the structure of organizations, understanding collaborative work tool selection and use, and broadening the participation of underrepresented and marginalized groups) and developed three corresponding research questions. I addressed these questions by employing qualitative methods of multi-sited ethnography, digital ethnography, and modified grounded theory. I conducted 20 semi-structured interviews with game designers in different job roles within 19 different organizations; these interviews drew out instances related to diversity in participants’ daily practices and experiences. I then analyzed all interview data using an iterative process of thematic analysis, guided by my modified grounded theory approach. I inductively developed a list of salient structural features of participants’ video game design organizations that is directly based on their discussions, including: size, task division and allocation, coordination, decision making, and recruitment and hiring. I additionally developed a list of significant rationales for how and/or why particular tools were selected, including: fitting an existing workflow; size; cost; the influence of upper management; ubiquity or industry standard; ease of use; and familiarity with the tool. Both of these ontologies can be used to examine specific effects of diversity within an organization and to suggest changes accordingly. In addition to these conceptual contributions, I generated concrete recommendations that can be used to support the inclusion of underrepresented and marginalized groups within video game design organizations; these suggestions emphasize a need to place diverse people in diverse positions within an organization and to overcome the hiring conundrum. The conceptual and practical contributions of this dissertation can therefore positively impact diverse stakeholders within the video game industry and related research fields.

Degree

thesis:*
Name thesis:degree_name
Doctor of Philosophy
Level thesis:degree_level
Doctoral
Discipline thesis:degree_discipline
Information Studies
Grantor
The University of Texas at Austin
Year dc:date.issued
2019

Author and committee

dc:creator, dc:contributor.*
Author dc:creator
  • Simons, Rachel Noelle
Advisor dc:contributor.advisor
  • Fleischmann, Kenneth R.
Committee members dc:contributor.committeemember
  • Roy, Loriene
  • Howison, James
  • Spinuzzi, Clay

Subjects

dc:subject × 7

Rights

Language dc:language.iso
en

Identifiers

dc:identifier.*
OAI identifier oai:identifier
oai:repositories.lib.utexas.edu:2152/78725

Chain of custody

source
Harvested from
University of Texas
Base URL
repositories.lib.utexas.edu/server/oai/request
Last updated
2026-07-24
Source record
OAI-PMH GetRecord
citation

Simons, Rachel Noelle. Collaborative video game design work and diversity. Doctoral thesis, The University of Texas at Austin, 2019. https://hdl.handle.net/2152/78725