There is a notable amount of high-profile, highly-visible and in some cases internationally recognised female practitioners, creatives and thought-leaders in the transmedia industry (the notion of a ‘transmedia’ industry is distinct to the traditional notion of the games industry – the transmedia industry encapsulates cross-platform projects which draw on the different mediums and delivery mechanisms of film, television, game and online, these include the design, production and delivery of Alternate Reality Games).

The aim of this project is to examine the scope of female representation in this global industry and to establish the reasons behind why this is seemingly a more representative sector in comparison to the games industry.


Sarah Atkinson