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Innovations, Gender and the New Economy

  • Seppo Poutanen
  • Anne Kovalainen
Chapter

Abstract

Technology and its different adaptations are the key fields for the contemporary innovations. Within technology, the forward-thinking and new openings are highly promoted in contemporary societies. Innovations such as games and the whole gaming industries are at the core business sectors in the new digitalized platform economy. Yet, much of the development in technical initiatives and technology is ignorant of gender issues, and in many corporations minority of tech employees are women. The several initiatives, courses and prizes around the globe, initiated by women and by organizations, to activate girls to become interested in technology design and to become game designers and programmers are discussed in the chapter. The Internet of things transforms our everyday lives through consumption and brings new challenges for gender analysis with its ostensibly gender-neutral operations. The chapter discusses some of the recent aspects of wearable technologies and Internet of Things in relation to gender and innovations.

Keywords

Augmented Reality Game Development Social Innovation Mixed Reality Digital Game 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© The Author(s) 2017

Authors and Affiliations

  • Seppo Poutanen
    • 1
  • Anne Kovalainen
    • 2
  1. 1.Turku School of EconomicsUniversity of TurkuTurkuFinland
  2. 2.Turku School of EconomicsUniversity of TurkuTurkuFinland

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