BAME and LGBTQ+ representation is above the average for the UK’s
creative industries, while the number of women in the games industry is
creeping upwards
The
old stereotype of video game players as spotty, socially isolated boys
in basements is finally disappearing after decades, but the popular
image of game developers is enduring. They are imagined to be white and
beardy, with glasses and a probable fondness for sci-fi and fantasy, and
this is hardly unjustified. Cast an eye over the development floor of
pretty much any major game developer in the western world and there’s an
undeniable homogeneity. The same can be said about video games industry
executives. Whether clean-shaven or bearded, besuited or smart-casual,
creative or corporate, they are almost universally white and male. In 15
years on the games beat, I have interviewed more men called Phil in
senior games industry positions than women and people of colour
combined.
But new data from the University of Sheffield, shows that things are
changing. Backed by games industry trade body Ukie, it conducted a census of more than 3,200 game developers in Britain,
and discovered a young and increasingly diverse workforce. The
researchers found that two-thirds of the UK’s game development workforce
is 35 or under; 28% are women and 2% non-binary; 10% come from BAME
backgrounds; 28% come from somewhere other than the UK; and 21% identify
as LGBTQ+, a particularly surprising statistic given that only 3-7% of
the general population do so.
On two of those measures – BAME representation and LGBTQ+
representation – the games industry comes out above the average for the
UK’s creative industries. But when it comes to gender balance, it still
lags far behind, at 68% male. However, this still represents progress:
in 2009, according to the International Game Developers Association,
only 11.5% of game developers identified as female. The number of women
involved in all areas of the games industry has been creeping upwards.
Despite these encouraging statistics, women and people of colour are
particularly underrepresented in senior roles. Samantha Ebelthite is an
exception. She has been country manager for the UK and Ireland at EA,
one of the giants of the global games industry, since 2018. “Every
company is in a slightly different place in this journey. At EA, the
team I work in is actually mostly women, so my experience has been quite
different, but when you look at the studios it’s more in line with the
census,” she says. “There’s lots being done, but there’s also lots still
to do.”
Ebelthite cites EA’s internal employee support networks and openness
to flexible working as important to an increasingly diverse work
culture. The company’s job specs, too, are pored over to ensure their
language is as inclusive as possible in the hopes of attracting a
greater range of applicants. She plays down the business case for
greater diversity in favour of the creative one: “You can’t have diverse
games without diverse people making them.
“People don’t realise how many different kinds of genres and forms
exist in video games and, without a diverse group of people coming up
with ideas, that won’t flow through into the games. We need to push
ourselves and we need the industry to push to be better in order to
create games that appeal to everyone.”
The sentiment is echoed by Jo Twist, CEO of games industry body Ukie.
“Diversity isn’t a nicety; it’s a necessity if the industry is going to
grow, thrive and truly reflect the tens of millions of people who play
games every day in this country,” she says. “A diverse industry that
draws on myriad cultures, lifestyles and experiences will lead to more
creative and inclusive games that capture the imagination of players and
drive our sector forward.”
Ukie’s response to the census has been to sign up developers to
commit to inclusive hiring practices and ensure representation across
all areas, from development to marketing. EA, Facebook, Jagex, King and
Xbox are already on board. Ukie intends to repeat this census every two
years to see how its members are matching up to their good intentions.
However, among female and BAME games workers the feeling is that keeping employees
is as big a challenge for the video games companies as attracting them.
This is not an industry famed for employee wellbeing or family-friendly
working hours, with infamous “crunch” periods where people are working
10, 12 or more hours a day in the runup to a game’s release, a practice
that is especially unfriendly to parents. Greater awareness and
reporting of this issue has pressured large companies such as Rockstar Games
into changing their practices, but this recent census data suggests
that there is a long way to go: 31% of respondents, particularly those
working in junior and mid-level roles, said they were living with
anxiety and/or depression. The national average is 17%.
Meanwhile, high-profile examples of a culture of sexism in game development, such as last year’s Riot Games
lawsuit, show that hiring women is just the first part of addressing
video games’ gender balance. You also have to ensure that they are
welcomed and listened to when they’re in the job.
The changing face of the games industry is already resulting in
changes within games themselves. Different stories than the well-worn
power fantasy are being told through the medium – take last year’s
anti-colonialist sci-fi Falcon Age, or the forthcoming Tell Me Why,
whose lead character is a trans man – and female avatars and a range of
skin tones have become an expected requirement for any game that lets
you create your own character. Stereotypes take a long time to die, but
this census data shows that though change may be slow, it is happening.
0 Comments