Karen Skardzius
Biographic Data
| ID | 6429547 |
|---|---|
| NAME | Karen Skardzius |
| GIVEN NAMES | Karen |
| FAMILY NAME | Skardzius |
| SIGNATURE | SKARDZIUS K |
| AFFILIATIONS | York University |
| VERIFIED | No |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 5 |
| AUTHOR COUNT | 3 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2019 |
| LATEST PUBLICATION YEAR | 2020 |
| H-INDEX | 1 |
Monetizing Relationships
This paper is derived from a larger project that examines the experiences of women who live-stream video games on the Twitch.tv platform. To date, much of the research that has been done in the area of streaming is concerned with streamers who have a large following and/or derive their main source of income from streaming. Rather than directing more attention to those streamers who have attained ‘success’ as Twitch would frame it, this study is c…
Public Speech
Since the 1990s, conversations about the dearth of women working in the video game industry have centered on three topics: 1) ways to draw more women into the field, 2) the experiences of women working in the industry, and 3) the experiences of those who once worked in the industry but left (Cassell & Jenkins, 1998; Hepler, 2017; Kafai, Heeter, Denner & Sun, 2008). While there has been considerable research on the conditions and occupational iden…
Speaking in Public
Since the 1990s, conversations about the dearth of women working in the video game industry have centered on three topics: (1) ways to draw more women into the field, (2) the experiences of women working in the industry, and (3) the experiences of those who once worked in the industry but left. Although there has been considerable research on the conditions and occupational identities of video game developers, less scholarly attention has been de…
Speaking in Public
Since the 1990s, conversations about the dearth of women working in the video game industry have centered on three topics: (1) ways to draw more women into the field, (2) the experiences of women working in the industry, and (3) the experiences of those who once worked in the industry but left. Although there has been considerable research on the conditions and occupational identities of video game developers, less scholarly attention has been de…
Speaking in Public
Since the 1990s, conversations about the dearth of women working in the video game industry have centered on three topics: (1) ways to draw more women into the field, (2) the experiences of women working in the industry, and (3) the experiences of those who once worked in the industry but left. Although there has been considerable research on the conditions and occupational identities of video game developers, less scholarly attention has been de…
Monetizing Relationships
This paper is derived from a larger project that examines the experiences of women who live-stream video games on the Twitch.tv platform. To date, much of the research that has been done in the area of streaming is concerned with streamers who have a large following and/or derive their main source of income from streaming. Rather than directing more attention to those streamers who have attained ‘success’ as Twitch would frame it, this study is c…
Public Speech
Since the 1990s, conversations about the dearth of women working in the video game industry have centered on three topics: 1) ways to draw more women into the field, 2) the experiences of women working in the industry, and 3) the experiences of those who once worked in the industry but left (Cassell & Jenkins, 1998; Hepler, 2017; Kafai, Heeter, Denner & Sun, 2008). While there has been considerable research on the conditions and occupational iden…
Computer Science (3 works) · Digital Games and Media (3 works) · Multimedia (3 works) · Engineering (2 works) · Gender Studies (2 works) · Gender, Feminism, and Media (2 works) · Linguistics (2 works) · Media studies (2 works) · Political science (2 works) · Public relations (2 works)