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Q.


It’s not been a great 18 months for people working in the games industry. How has it been for women in games?


Lauren Kaye: It’s been a really challenging year for women in games and for loads of people across the board. There are those who have  and those who are still in jobs anxious about whether or not they’re next. The thing that stings the most for diverse candidates is the fact that  hurdles to just get to where we are now, and  for spaces that help women and other minorities feel safe and secure in their studios. Work that in many cases was put on top of our full time job like internal women’s networks. We can only hope that the progress we’ve made in these spaces stays intact.


May Wong: The last 18 months have been tough for everyone in the game industry due to  in my personal experience it takes women  groups.


Tara Mustapha: Studio closures and mass  marginalised groups, including those of marginalised genders. This is compounded by the fact that the pandemic exacerbated existing inequalities, with many facing increased caregiving responsibilities and job insecurities. However, amidst these challenges, the community has shown remarkable resilience,  and create new opportunities. This resilience gives us hope for the future.


Louise Andrew: It has most certainly been a tough couple of years in the games industry  things that have stood out to me were the stories of harassment of women at GDC in 2023 and the continued bullying of women in online multiplayer games, which doesn’t seem to be  not improving in any way, which is appalling.


Q.


How would you describe the current culture of the games industry regarding gender equality,


diversity and inclusion? 26 | MCV/DEVELOP August/September 2024


May Wong: I see improvement and progress towards greater inclusivity. Games are increasingly featuring diverse characters  experiences and backgrounds.


Lauren Kaye: There’s been a lot of progress, but there’s still so much more work to do - which is why I’ve enjoyed so much working with the Limit Break Mentorship team. The program is really opening doors for a lot of diverse candidates and giving hope to those who feel lost in the system.


Vikki Neale: I think it is progressing, but challenges remain. There has been a noticeable increase in initiatives aimed at supporting underrepresented groups, but this is still work in progress and these things take time. Companies are increasingly recognising the importance of diversity for creativity and


market appeal, but until we have a better representation of diversity in leadership positions, I think the industry will continue to struggle with deeply ingrained practices and structural set ups.


Tara Mustapha: While there are pockets of progress and some companies leading the way in gender equality and inclusion, the industry as a whole often still struggles with entrenched biases and a lack of representation at higher levels. The term “diversity” has become contentious, with some bad actors targeting DEI organisations and blaming them for industry issues. Despite this, many in the industry remain committed to fostering a more inclusive environment where all voices are heard and valued. Seeing women in positions of power, such as Leanne Loombe and Sarah Bond, has been particularly impactful and inspirational for many.


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