Beyond the Jam: Women’s Experiences and Career Pathways in Game Development
Resumo
This thesis examines women’s experiences in game jams and how these events influence their professional trajectories. Using a multiphase mixed-methods design, four empirical studies combined descriptive quantitative analyses with inductive qualitative coding. By profiling women game jam participants, systematizing their recurrent difficulties into a taxonomy, identifying gender-specific difficulties, and analyzing how game jams influence career pathways, this thesis reveals these events as inherently ambivalent spaces. On the one hand, game jams foster learning, experimentation, and professional exploration; on the other hand, they reproduce exclusionary dynamics present in the game industry. The findings further indicate that women mobilize coping strategies that may alleviate immediate barriers but often shift the responsibility for inclusion to the individual level, i.e., to themseleves. Moreover, game jams emerge not only as entry points, but also as mechanisms of retention, motivation, and, in some cases, disengagement from the industry. Taken together, these results reposition game jams as critical sites for advancing women’s inclusion in the game industry.
Palavras-chave:
Women in Games, Game Jams, Career Trajectories
Referências
A. do Vale, G. L., A. Almeida, L., N. Mendes, I., Figueiredo, M. C., D. B. de Almeida, A. C., de A. Melo, L., and B. de Souza, C. R. (2024). Difficulties and approaches to enhance the participant experience in online game jams. In Proceedings of the 8th International Conference on Game Jams, Hackathons and Game Creation Events, ICGJ ’24, page 17–25, New York, NY, USA. Association for Computing Machinery.
Abragames (2023). Relatório setorial da indústria brasileira de games 2023. Acesso em: 12 mar. 2025.
Ahmadi, M., Eilert, R., Weibert, A., Wulf, V., and Marsden, N. (2019). Hacking masculine cultures - career ambitions of female young professionals in a video game company. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play, CHI PLAY ’19, page 413–426, New York, NY, USA. Association for Computing Machinery.
Ahmadi, M., Eilert, R., Weibert, A., Wulf, V., and Marsden, N. (2020). ” we want to push the industry via communication”... designing communication measures to foster gender diversity in a video game company. Proceedings of the ACM on Human-Computer Interaction, 4(GROUP):1–26.
Almeida, L. and de Souza, C. (2022a). Utilizando a percepção sócio-cognitiva para analisar experiência feminina em hackathons. In Anais do XVII Simpósio Brasileiro de Sistemas Colaborativos, pages 34–43, Porto Alegre, RS, Brasil. SBC.
Almeida, L., de Souza, C., Perin, M., Figueira Filho, F., Batista, A., and da Silva Jr., F. (2021). Taking the challenge: An exploratory study on what motivates jammers to participate in game jams. In Proceedings of the 6th Annual International Conference on Game Jams, Hackathons, and Game Creation Events, ICGJ ’21, page 37–46, New York, NY, USA. Association for Computing Machinery.
Almeida, L. A. and de Souza, C. R. B. (2022b). A social-cognitive analysis of a female-focused hackathon. In Proceedings of the Third Workshop on Gender Equality, Diversity, and Inclusion in Software Engineering, GE@ICSE ’22, page 80–83, New York, NY, USA. Association for Computing Machinery.
Almeida, L. A., Figueiredo, M. C., do Vale, G. L. A., Batista de Almeida, A. C. D., Melo, L. d. A., and de Souza, C. R. B. (2025). Still an uphill journey: Women’s difficulties in collaborative gaming events. Proc. ACM Hum.-Comput. Interact., 9(2).
Almeida, L. A., Figueiredo, M. C., Vale, G. L. A. d., Almeida, A. C. D. B. d., Melo, L. d. A., and Souza, C. R. B. d. (2026). A taxonomy of participants’ difficulties in game jams: A qualitative analysis of experiences. Proceedings of the ACM on Human-Computer Interaction, 10(2):1–35.
Bailey, E. N., Miyata, K., and Yoshida, T. (2021). Gender composition of teams and studios in video game development. Games and Culture, 16(1):42–64.
Ballatore, M. G., Barman, L., De Borger, J., Ehlermann, J., Fryers, R., Kelly, K., Misiewicz, J., Naimi-Akbar, I., and Tabacco, A. (2019). Increasing gender diversity in stem: A tool for raising awareness of the engineering profession. In Proceedings of the Seventh International Conference on Technological Ecosystems for Enhancing Multi culturality, TEEM’19, page 216–222, New York, NY, USA. Association for Computing Machinery.
Bonilla, R. I., Lozano, E., and Granda, R. (2019). Pyweekend: Not your typical hackathon. In 2019 IEEE Global Engineering Education Conference (EDUCON), pages 853–858.
Briscoe, G. and Mulligan, C. (2014). Digital innovation: The hackathon phenomenon.
Capitani, L. (2024). How women are shaping the game market. Published on December 13, 2024. Accessed on May 7, 2025.
Cook, M. (2015). A cook’s tour of game jam design. In Proceedings of the 10th International Conference on the Foundations of Digital Games (FDG 2015), Pacific Grove, California, USA. Society for the Advancement of the Science of Digital Games.
Creswell, J. W. (2013). Research design: Qualitative, quantitative, and mixed methods approaches. Sage.
CRESWELL, J. W. and CLARK, V. L. P. (2017). Designing and conducting mixed methods research. SAGE, Los Angeles, 3 edition.
de Almeida Melo, L., de Souza, C. B., Perin, M. G., de Almeida, A. D. B., and Filho, F. (2023). All for one and one for all: Investigating how global game jam participants get and offer help. In 2023 ACM/IEEE International Symposium on Empirical Software Engineering and Measurement (ESEM), pages 1–12, Los Alamitos, CA, USA. IEEE Computer Society.
DeWitt, A., Fay, J., Goldman, M., Nicolson, E., Oyolu, L., Resch, L., Saldaña, J. M., Sounalath, S., Williams, T., Yetter, K., Zak, E., Brown, N., and Rebelsky, S. A. (2017). Arts coding for social good: A pilot project for middle-school outreach. In Proceedings of the 2017 ACM SIGCSE Technical Symposium on Computer Science Education, SIGCSE ’17, page 159–164, New York, NY, USA. Association for Computing Machinery.
Dutra, C. L. F. and Gama, K. (2018). Participação feminina em game jams: um estudo sobre igualdade de gêneros em maratonas de desenvolvimento de jogos. In Anais do XII Women in Information Technology. SBC.
Faas, T., Liu, I.-c., Dombrowski, L., and Miller, A. D. (2019). Jam today, jam tomorrow: Learning in online game jams. Proc. ACM Hum.-Comput. Interact., 3(GROUP).
Ferraz, C. and Gama, K. (2019). A case study about gender issues in a game jam. In Proceedings of the International Conference on Game Jams, Hackathons and Game Creation Events 2019, ICGJ ’19, New York, NY, USA. Association for Computing Machinery.
FIGUEIRA, F. F., MELO, L. d. A., DE SOUZA, C. R. B., and MARCZAK, S. (2018). Hackathons de desenvolvimento de software. Computação Brasil. Revista da Sociedade Brasileira de Computação, 36:7, 26–28.
Filippova, A., Chapman, B., Geiger, R. S., Herbsleb, J. D., Kalyanasundaram, A., Trainer, E., Moser, A., and Stoltzfus, A. (2017). Hacking and making at time-bounded events: Current trends and next steps in research and event design. In Companion of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing, CSCW ’17 Companion, page 363–370, New York, NY, USA. Association for Computing Machinery.
Fortim, I. O. (2022). Pesquisa da Indústria Brasileira de Games 2022. ABRAGAMES, São Paulo.
Fowler, A. and Schreiber, I. (2017). Engaging under-represented minorities in stem through game jams. In Proceedings of the second international conference on game jams, hackathons, and game creation events, pages 1–5. ACM New York, NY, USA.
García-Holgado, A., Díaz, A. C., and García-Pe nalvo, F. J. (2019). Engaging women into stem in latin america: W-stem project. In Proceedings of the Seventh International Conference on Technological Ecosystems for Enhancing Multiculturality, TEEM’19, page 232–239, New York, NY, USA. Association for Computing Machinery.
Goddard, W., Byrne, R., and Mueller, F. F. (2014). Playful game jams: Guidelines for designed outcomes. In Proceedings of the 2014 Conference on Interactive Entertainment, IE2014, page 1–10, New York, NY, USA. Association for Computing Machinery.
Guzmán, E., Fischer, R. A.-L., and Kok, J. (2023). Mind the gap: gender, micro-inequities and barriers in software development. Empirical Software Engineering, 29(1):17.
Harvey, A. (2021). Making the grade: Feminine lack, inclusion, and coping strategies in digital games higher education. New Media & Society, page 1461444820986831.
Hope, A., D’Ignazio, C., Hoy, J., Michelson, R., Roberts, J., Krontiris, K., and Zuckerman, E. (2019). Hackathons as participatory design: Iterating feminist utopias. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, CHI ’19, page 1–14, New York, NY, USA. Association for Computing Machinery.
Kamberi, S. (2017). Exposing girls to computer science: Does the all-girl model really work? In 2017 IEEE Integrated STEM Education Conference (ISEC), pages 152–155.
Kennedy, H. W. (2018). Game jam as feminist methodology: The affective labors of intervention in the ludic economy. Games and Culture.
Kos, B. A. (2019). Understanding female-focused hackathon participants’ collaboration styles and event goals. In Proceedings of the International Conference on Game Jams, Hackathons and Game Creation Events 2019, ICGJ ’19, New York, NY, USA. Association for Computing Machinery.
Kultima, A. (2021). Game jam natives? the rise of the game jam era in game development cultures. In Proceedings of the 6th Annual International Conference on Game Jams, Hackathons, and Game Creation Events, ICGJ ’21, page 22–28, New York, NY, USA. Association for Computing Machinery.
Kumar, S., Kwan, E., Weststar, J., and Coppins, T. (2022). Developer satisfaction survey 2021 diversity in the game industry report.
Lent, R. W., Brown, S. D., and Hackett, G. (1994). Toward a unifying social cognitive theory of career and academic interest, choice, and performance. Journal of Vocational Behavior, 45(1):79–122.
Maciel, C., Bim, S. A., and Ribeiro, K. d. S. F. (2021). Meninas digitais: uma jornada de ciclos enriquecedores. Computação Brasil, 44(44):9–13.
Miller, M., DeLuca, J., and Khosmood, F. (2019). Can game jams boost confidence and sense of preparedness? In Proceedings of the International Conference on Game Jams, Hackathons and Game Creation Events 2019, ICGJ ’19, New York, NY, USA. Association for Computing Machinery.
Monroe, K. and Chiu, W. (2010). Gender equality in the academy: The pipeline problem. PS: Political Science & Politics, 43:303 – 308.
Nolte, A., Hayden, L. B., and Herbsleb, J. D. (2020). How to support newcomers in scientific hackathons - an action research study on expert mentoring. Proc. ACM Hum.-Comput. Interact., 4(CSCW1).
Ochsner, A. (2019). Reasons why: Examining the experience of women in games 140 characters at a time. Games and Culture, 14(5):523–542.
Oliver, M. (2024). Why gender diversity in game development matters. Last updated Jul 19, 2024.
Paganini, L., Ferraz, C., Gama, K., and Alves, C. (2021). Promoting game jams and hackathons as more women-inclusive environments for informal learning. In 2021 IEEE Frontiers in Education Conference (FIE), pages 1–9.
Paganini, L. and Gama, K. (2020a). Engaging women’s participation in hackathons: A qualitative study with participants of a female-focused hackathon. In Proceedings of the 5th International Conference on Game Jams, Hackathons and Game Creation Events, ICGJ ’20, page 8–15, New York, NY, USA. Association for Computing Machinery.
Paganini, L. and Gama, K. (2020b). Female participation in hackathons: A case study about gender issues in application development marathons. IEEE Revista Iberoamericana de Tecnologias del Aprendizaje, 15:326–335.
Perin, M. G., de Almeida Melo, L., de Souza, C. R. B., de Almeida, A. C. D. B., and Figueira Filho, F. (2024). Developing and validating a scale for motivation in participating in time-bounded collaborative events. International Journal of Human-Computer Studies, 185:103223.
Pirker, J., Kultima, A., and Gütl, C. (2016). The value of game prototyping projects for students and industry. In Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events, pages 54–57.
Porter, E., Bopp, C., Gerber, E., and Voida, A. (2017). Reappropriating hackathons: The production work of the chi4good day of service. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, CHI ’17, page 810–814, New York, NY, USA. Association for Computing Machinery.
Prado, R., Galeno, W., Gama, K., and Pinto, G. (2020). How trans-inclusive are hackathons? IEEE Software, PP.
Russo, D. and Stol, K.-J. (2022). Gender differences in personality traits of software engineers. IEEE Transactions on Software Engineering, 48(3):819–834.
Silva, T., Dutra, C., and Macena, C. (2022). Changing the game: An analysis of the impact of a game jam with female leadership. In Extended Proceedings of the XXI Brazilian Symposium on Games and Digital Entertainment, pages 371–379, Porto Alegre, RS, Brazil. SBC.
Smith, P. A. and Bowers, C. (2016). Improving social skills through game jam participation. In Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events, GJH&GC ’16, page 8–14, New York, NY, USA. Association for Computing Machinery.
Strauss, A. and Corbin, J. (1990). Basics of qualitative research. Sage publications, Berlim.
Stumpf, S. A., Colarelli, S. M., and Hartman, K. (1983). Development of the career exploration survey (ces). Journal of Vocational Behavior, 22:191–226.
Styhre, A., Remneland-Wikhamn, B., Szczepanska, A.-M., and Ljungberg, J. (2018). Masculine domination and gender subtexts: The role of female professionals in the renewal of the swedish video game industry. Culture and Organization, 24(3):244–261.
Sweetser, P., Wyeth, P., McMahon, N., and Johnson, D. (2013). Female game developers wanted low pay, long hours, inflexible work environments. In 2013 IEEE International Games Innovation Conference (IGIC), pages 243–249.
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Abragames (2023). Relatório setorial da indústria brasileira de games 2023. Acesso em: 12 mar. 2025.
Ahmadi, M., Eilert, R., Weibert, A., Wulf, V., and Marsden, N. (2019). Hacking masculine cultures - career ambitions of female young professionals in a video game company. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play, CHI PLAY ’19, page 413–426, New York, NY, USA. Association for Computing Machinery.
Ahmadi, M., Eilert, R., Weibert, A., Wulf, V., and Marsden, N. (2020). ” we want to push the industry via communication”... designing communication measures to foster gender diversity in a video game company. Proceedings of the ACM on Human-Computer Interaction, 4(GROUP):1–26.
Almeida, L. and de Souza, C. (2022a). Utilizando a percepção sócio-cognitiva para analisar experiência feminina em hackathons. In Anais do XVII Simpósio Brasileiro de Sistemas Colaborativos, pages 34–43, Porto Alegre, RS, Brasil. SBC.
Almeida, L., de Souza, C., Perin, M., Figueira Filho, F., Batista, A., and da Silva Jr., F. (2021). Taking the challenge: An exploratory study on what motivates jammers to participate in game jams. In Proceedings of the 6th Annual International Conference on Game Jams, Hackathons, and Game Creation Events, ICGJ ’21, page 37–46, New York, NY, USA. Association for Computing Machinery.
Almeida, L. A. and de Souza, C. R. B. (2022b). A social-cognitive analysis of a female-focused hackathon. In Proceedings of the Third Workshop on Gender Equality, Diversity, and Inclusion in Software Engineering, GE@ICSE ’22, page 80–83, New York, NY, USA. Association for Computing Machinery.
Almeida, L. A., Figueiredo, M. C., do Vale, G. L. A., Batista de Almeida, A. C. D., Melo, L. d. A., and de Souza, C. R. B. (2025). Still an uphill journey: Women’s difficulties in collaborative gaming events. Proc. ACM Hum.-Comput. Interact., 9(2).
Almeida, L. A., Figueiredo, M. C., Vale, G. L. A. d., Almeida, A. C. D. B. d., Melo, L. d. A., and Souza, C. R. B. d. (2026). A taxonomy of participants’ difficulties in game jams: A qualitative analysis of experiences. Proceedings of the ACM on Human-Computer Interaction, 10(2):1–35.
Bailey, E. N., Miyata, K., and Yoshida, T. (2021). Gender composition of teams and studios in video game development. Games and Culture, 16(1):42–64.
Ballatore, M. G., Barman, L., De Borger, J., Ehlermann, J., Fryers, R., Kelly, K., Misiewicz, J., Naimi-Akbar, I., and Tabacco, A. (2019). Increasing gender diversity in stem: A tool for raising awareness of the engineering profession. In Proceedings of the Seventh International Conference on Technological Ecosystems for Enhancing Multi culturality, TEEM’19, page 216–222, New York, NY, USA. Association for Computing Machinery.
Bonilla, R. I., Lozano, E., and Granda, R. (2019). Pyweekend: Not your typical hackathon. In 2019 IEEE Global Engineering Education Conference (EDUCON), pages 853–858.
Briscoe, G. and Mulligan, C. (2014). Digital innovation: The hackathon phenomenon.
Capitani, L. (2024). How women are shaping the game market. Published on December 13, 2024. Accessed on May 7, 2025.
Cook, M. (2015). A cook’s tour of game jam design. In Proceedings of the 10th International Conference on the Foundations of Digital Games (FDG 2015), Pacific Grove, California, USA. Society for the Advancement of the Science of Digital Games.
Creswell, J. W. (2013). Research design: Qualitative, quantitative, and mixed methods approaches. Sage.
CRESWELL, J. W. and CLARK, V. L. P. (2017). Designing and conducting mixed methods research. SAGE, Los Angeles, 3 edition.
de Almeida Melo, L., de Souza, C. B., Perin, M. G., de Almeida, A. D. B., and Filho, F. (2023). All for one and one for all: Investigating how global game jam participants get and offer help. In 2023 ACM/IEEE International Symposium on Empirical Software Engineering and Measurement (ESEM), pages 1–12, Los Alamitos, CA, USA. IEEE Computer Society.
DeWitt, A., Fay, J., Goldman, M., Nicolson, E., Oyolu, L., Resch, L., Saldaña, J. M., Sounalath, S., Williams, T., Yetter, K., Zak, E., Brown, N., and Rebelsky, S. A. (2017). Arts coding for social good: A pilot project for middle-school outreach. In Proceedings of the 2017 ACM SIGCSE Technical Symposium on Computer Science Education, SIGCSE ’17, page 159–164, New York, NY, USA. Association for Computing Machinery.
Dutra, C. L. F. and Gama, K. (2018). Participação feminina em game jams: um estudo sobre igualdade de gêneros em maratonas de desenvolvimento de jogos. In Anais do XII Women in Information Technology. SBC.
Faas, T., Liu, I.-c., Dombrowski, L., and Miller, A. D. (2019). Jam today, jam tomorrow: Learning in online game jams. Proc. ACM Hum.-Comput. Interact., 3(GROUP).
Ferraz, C. and Gama, K. (2019). A case study about gender issues in a game jam. In Proceedings of the International Conference on Game Jams, Hackathons and Game Creation Events 2019, ICGJ ’19, New York, NY, USA. Association for Computing Machinery.
FIGUEIRA, F. F., MELO, L. d. A., DE SOUZA, C. R. B., and MARCZAK, S. (2018). Hackathons de desenvolvimento de software. Computação Brasil. Revista da Sociedade Brasileira de Computação, 36:7, 26–28.
Filippova, A., Chapman, B., Geiger, R. S., Herbsleb, J. D., Kalyanasundaram, A., Trainer, E., Moser, A., and Stoltzfus, A. (2017). Hacking and making at time-bounded events: Current trends and next steps in research and event design. In Companion of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing, CSCW ’17 Companion, page 363–370, New York, NY, USA. Association for Computing Machinery.
Fortim, I. O. (2022). Pesquisa da Indústria Brasileira de Games 2022. ABRAGAMES, São Paulo.
Fowler, A. and Schreiber, I. (2017). Engaging under-represented minorities in stem through game jams. In Proceedings of the second international conference on game jams, hackathons, and game creation events, pages 1–5. ACM New York, NY, USA.
García-Holgado, A., Díaz, A. C., and García-Pe nalvo, F. J. (2019). Engaging women into stem in latin america: W-stem project. In Proceedings of the Seventh International Conference on Technological Ecosystems for Enhancing Multiculturality, TEEM’19, page 232–239, New York, NY, USA. Association for Computing Machinery.
Goddard, W., Byrne, R., and Mueller, F. F. (2014). Playful game jams: Guidelines for designed outcomes. In Proceedings of the 2014 Conference on Interactive Entertainment, IE2014, page 1–10, New York, NY, USA. Association for Computing Machinery.
Guzmán, E., Fischer, R. A.-L., and Kok, J. (2023). Mind the gap: gender, micro-inequities and barriers in software development. Empirical Software Engineering, 29(1):17.
Harvey, A. (2021). Making the grade: Feminine lack, inclusion, and coping strategies in digital games higher education. New Media & Society, page 1461444820986831.
Hope, A., D’Ignazio, C., Hoy, J., Michelson, R., Roberts, J., Krontiris, K., and Zuckerman, E. (2019). Hackathons as participatory design: Iterating feminist utopias. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, CHI ’19, page 1–14, New York, NY, USA. Association for Computing Machinery.
Kamberi, S. (2017). Exposing girls to computer science: Does the all-girl model really work? In 2017 IEEE Integrated STEM Education Conference (ISEC), pages 152–155.
Kennedy, H. W. (2018). Game jam as feminist methodology: The affective labors of intervention in the ludic economy. Games and Culture.
Kos, B. A. (2019). Understanding female-focused hackathon participants’ collaboration styles and event goals. In Proceedings of the International Conference on Game Jams, Hackathons and Game Creation Events 2019, ICGJ ’19, New York, NY, USA. Association for Computing Machinery.
Kultima, A. (2021). Game jam natives? the rise of the game jam era in game development cultures. In Proceedings of the 6th Annual International Conference on Game Jams, Hackathons, and Game Creation Events, ICGJ ’21, page 22–28, New York, NY, USA. Association for Computing Machinery.
Kumar, S., Kwan, E., Weststar, J., and Coppins, T. (2022). Developer satisfaction survey 2021 diversity in the game industry report.
Lent, R. W., Brown, S. D., and Hackett, G. (1994). Toward a unifying social cognitive theory of career and academic interest, choice, and performance. Journal of Vocational Behavior, 45(1):79–122.
Maciel, C., Bim, S. A., and Ribeiro, K. d. S. F. (2021). Meninas digitais: uma jornada de ciclos enriquecedores. Computação Brasil, 44(44):9–13.
Miller, M., DeLuca, J., and Khosmood, F. (2019). Can game jams boost confidence and sense of preparedness? In Proceedings of the International Conference on Game Jams, Hackathons and Game Creation Events 2019, ICGJ ’19, New York, NY, USA. Association for Computing Machinery.
Monroe, K. and Chiu, W. (2010). Gender equality in the academy: The pipeline problem. PS: Political Science & Politics, 43:303 – 308.
Nolte, A., Hayden, L. B., and Herbsleb, J. D. (2020). How to support newcomers in scientific hackathons - an action research study on expert mentoring. Proc. ACM Hum.-Comput. Interact., 4(CSCW1).
Ochsner, A. (2019). Reasons why: Examining the experience of women in games 140 characters at a time. Games and Culture, 14(5):523–542.
Oliver, M. (2024). Why gender diversity in game development matters. Last updated Jul 19, 2024.
Paganini, L., Ferraz, C., Gama, K., and Alves, C. (2021). Promoting game jams and hackathons as more women-inclusive environments for informal learning. In 2021 IEEE Frontiers in Education Conference (FIE), pages 1–9.
Paganini, L. and Gama, K. (2020a). Engaging women’s participation in hackathons: A qualitative study with participants of a female-focused hackathon. In Proceedings of the 5th International Conference on Game Jams, Hackathons and Game Creation Events, ICGJ ’20, page 8–15, New York, NY, USA. Association for Computing Machinery.
Paganini, L. and Gama, K. (2020b). Female participation in hackathons: A case study about gender issues in application development marathons. IEEE Revista Iberoamericana de Tecnologias del Aprendizaje, 15:326–335.
Perin, M. G., de Almeida Melo, L., de Souza, C. R. B., de Almeida, A. C. D. B., and Figueira Filho, F. (2024). Developing and validating a scale for motivation in participating in time-bounded collaborative events. International Journal of Human-Computer Studies, 185:103223.
Pirker, J., Kultima, A., and Gütl, C. (2016). The value of game prototyping projects for students and industry. In Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events, pages 54–57.
Porter, E., Bopp, C., Gerber, E., and Voida, A. (2017). Reappropriating hackathons: The production work of the chi4good day of service. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, CHI ’17, page 810–814, New York, NY, USA. Association for Computing Machinery.
Prado, R., Galeno, W., Gama, K., and Pinto, G. (2020). How trans-inclusive are hackathons? IEEE Software, PP.
Russo, D. and Stol, K.-J. (2022). Gender differences in personality traits of software engineers. IEEE Transactions on Software Engineering, 48(3):819–834.
Silva, T., Dutra, C., and Macena, C. (2022). Changing the game: An analysis of the impact of a game jam with female leadership. In Extended Proceedings of the XXI Brazilian Symposium on Games and Digital Entertainment, pages 371–379, Porto Alegre, RS, Brazil. SBC.
Smith, P. A. and Bowers, C. (2016). Improving social skills through game jam participation. In Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events, GJH&GC ’16, page 8–14, New York, NY, USA. Association for Computing Machinery.
Strauss, A. and Corbin, J. (1990). Basics of qualitative research. Sage publications, Berlim.
Stumpf, S. A., Colarelli, S. M., and Hartman, K. (1983). Development of the career exploration survey (ces). Journal of Vocational Behavior, 22:191–226.
Styhre, A., Remneland-Wikhamn, B., Szczepanska, A.-M., and Ljungberg, J. (2018). Masculine domination and gender subtexts: The role of female professionals in the renewal of the swedish video game industry. Culture and Organization, 24(3):244–261.
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Publicado
08/06/2026
Como Citar
ALMEIDA, Luciana; FIGUEIREDO, Mayara; BATISTA, Any; DE SOUZA, Cleidson.
Beyond the Jam: Women’s Experiences and Career Pathways in Game Development. In: CONCURSO DE TESES, DISSERTAÇÕES E TCCS EM SISTEMAS COLABORATIVOS - SIMPÓSIO BRASILEIRO DE SISTEMAS COLABORATIVOS (SBSC), 21. , 2026, Porto Alegre/RS.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2026
.
p. 136-150.
DOI: https://doi.org/10.5753/sbsc_estendido.2026.20129.
