GAMES HAS HAD ITS ‘PHIL’. NOW HOW DO WE ELEVATE WOMEN IN THE INDUSTRY?
How do we make the games industry a more welcoming and attractive place for women? Marie-Claire Isaaman, CEO of Women in Games, has a few ideas
A
t a time when there appears to be more of an ambition from studios across the world to enrich their culture with greater diversity – but
when we are simultaneously reading reports of gross harassment and toxicity in the games workplace – how do we show women that this is an industry and a career path for them? And once we’ve attracted them to this brilliantly
creative and innovative industry, how do we keep them? These are questions that I ask myself and my team
at Women in Games regularly, as part of our role as activists to support, nurture and encourage women in games and esports. We hope and believe that our allies throughout the industry are considering the same issues. Because there’s much still to be done. At the time
of writing, we were awaiting the results of the second Ukie Industry Census, but the last report in 2020 revealed that when it comes to gender balance, the UK games industry still lags behind other sectors, with 68 per cent of the sector identifying as male. In addition, women are particularly under-represented in senior positions. Women in Games collaborated with 20-First for their Score Card for Gender Balance in the Gaming Sector and we found that of the executive teams within 14 Global companies, women make up only 16% of Women in those teams. Of 144 executives in the Top 14 companies, 121 are men and only 23 are women. Of the 23 women, the majority (57%) are in line roles, responsible for operational business areas. One of the most memorable quotes from the
reporting of the last Ukie census came from The Guardian’s video games editor Keza MacDonald (a
brilliant woman in games herself) who said: “I have interviewed more men called Phil in senior games industry positions than women and people of colour combined.” There’s no one particular solution, of course, but
knowing that there is a collective desire in many parts of the industry means that we can surely only move forward together in this ambition. And, at a time when we have sadly witnessed reports
of women swerving unwanted attention from male colleagues at best; and, at worst, being victims of shocking harassment and toxicity, what we must do is highlight the achievements of the brilliant and talented women in games. Championing and celebrating their achievements – and in some instances, in spite of the challenges they have faced as women – is incredibly important. Women – and, in particular, young women – need
role models: women they can relate to; who are doing the jobs they want to do, and enjoying the careers they aspire to also. This is why events like the MCV/DEVELOP Women
in Games Awards are so important. They shine the spotlight on the amazing and accomplished women working throughout the games and esports sectors, in all disciplines, and showcase the vast talent who we, as an industry, can celebrate – and who young women looking for a career in games can look to for inspiration. The MCV/DEVELOP Women in Games Awards
is an important date for everyone in the UK games industry. We fully support this event and look forward to celebrating with you all on March 4th.
The Women in Games organisation has a mission to establish a gaming industry, culture and community that’s free from discrimination, where full equity of opportunity, treatment and conditions empowers all girls and women, from all ethnicities, of all orientations, to achieve their full potential in the games and esports industries. It boasts 600 active Individual Ambassadors in 53 countries around the world, 30 Global Corporate Ambassadors and Founding Education Ambassadors, with this number continually rising. Find out more at
https://www.womeningames.org
28 | MCV/DEVELOP February 2022
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