"Kate Heddleston's blog series takes a look at a variety of problems with engineering and tech environments that are hindering attempts to create diverse teams. This blog discusses why diversity matters, how environments affect us, why we need to talk about them, and how can they hurt diversity.
"This article discusses 'GTFO', a documentary that shines a light on the misogyny of the video game industry.
May 5, 2015
"This article discusses sexism and the dearth of women in tech in the Silicon Valley, and takes a look at what is being done to solve these issues.
March 8, 2015
"Sparked by a public display of sexual harassment in 2012, GTFO pries open the video game world to explore a 20 billion dollar industry that is riddled with discrimination and misogyny. In recent years, the gaming community has grown more diverse than ever. This has led to a massive clash of values and women receive the brunt of the consequences every day, with acts of harassment ranging from name calling to cyber vandalism and death threats. Through interviews with video game developers, journalists, and academics, GTFO paints a complex picture of the video game industry, while revealing the systemic and human motivations behind acts of harassment. GTFO is the beginning of a larger conversation that will shape the future of the video game world.
February 3, 2015

The New York Times

Technology's Man Problem

"This article tells the story of Elissa Shevinsky's experience with sexism, and analyzes the impact of gender bias on the tech industry as a whole.
April 5, 2014
"Numerous studies have examined the role of gender in game design, game play and game experience and conclude that women are often excluded and objectified in character design, appearance and behavior. However, in the analysis and critique of these findings, there is little to no emphasis on a plan of implementation or suggestions made concerning a change in the approach of stereotypes used in game and character design, sexism in game culture and inclusion of women in STEM related fields. This paper provides insights into the importance of gender roles and character design and representation in video games in relation to creating inclusive gaming environments for women.
March 1, 2014
"Thesis studying women working in the video game industry, whether the game industry is a good fit for women, and the mixed signals women receive when working in video games.
February 8, 2013
"Despite the values of freedom and openness, the free culture movement’s gender balance is as skewed (or more so) as that of the computing culture from which it arose. Based on the collection and analysis of discourse on gender and sexism within this movement over a six–year period. I suggest three possible causes: (a) some geek identities can be narrow and unappealing; (b) open communities are especially susceptible to difficult people; and, (c) the ideas of freedom and openness can be used to dismiss concerns and rationalize the gender gap as a matter of preference and choice.
January 7, 2013
"This article examines recent Census Bureau data that Asian-Americans make up half of the Bay Area's technology workforce.
November 30, 2012
"Research on the history of the tech industry and how the field began with many women and how things transitioned to the point where people assume it started out as a hyper-masculine field.
August 5, 2010
"Two experiments tested how belonging uncertainty undermines the motivation and achievement of people whose group is negatively characterized in academic settings.
January 1, 2007