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New scoring system that ranks games based on their representation of race, gender and disabilities reveals there’s still a long way to go to accurately represent the diverse communities playing them
Reading Time: 4 minutes
A new study by Currys PC World investigating diversity in the gaming industry has found that, while the representation of race, gender and disabilities has improved in games since the nineties, there is still a distinct bias in favour of the young, white, straight male.
Using a bespoke scoring system (please see methodology for breakdown), they analysed games that have made a mark at E3 and The Game Awards over the last 20 years. Games were awarded points for: female characters in prominent positions; for exploring LGBTQ+ plot points or themes; for mixed race characters prominently placed in the story; and for disabled characters or references. Their key findings are below:
Ethnic minorities are still underrepresented in games, but things are (slowly) improving
Despite efforts being made in recent years to improve the ethnic diversity of characters in games, an analysis of all games nominated for a Game Award from 2003 to 2018 unearthed that black and ethnic minorities are still severely underrepresented.
While RPGs (role-playing games) sometimes offer a choice of playable characters, their default characters are often white. When other ethnicities are represented, it’s also common for them to be type-cast.
“The diversity that is applied to white characters is something that is often missing when other races are depicted in games.” Adam Campbell, co-founder of POC in Play. “Representation still feels incomplete and inconsistent. We’re still also hard pushed to find those protagonists that are not the stereotypical Indiana Jones or the tough, bald, male type, so ‘diversity’ is the exception rather than the rule.”
· Proper ethnic diversity is still lacking. Only 3% of Game Award nominees (2003-2018) have featured a person of colour as a default protagonist.
· Grand Theft Auto: San Andreas and The Walking Dead are the only games where a playable person of colour is baked into the story from start to finish.
· Fallout 4 doesn’t feature a specific character on the cover, but the player creator screen serves a generic white male/female face as the first thing you see.
· Canada is by far the best at getting representation right. Edmonton’s Bioware has put an emphasis on freedom of choice of character, and Ubisoft Montreal consistently tells diverse stories (e.g. Assassin’s Creed).
Representation of women in games is on the rise, yet the characters are often hyper-sexualised
With as many as 42% of gamers in the UK being female (and that number rising to 52% in France[1]) it only makes sense that women are represented equally in games. This doesn’t appear to be the case, however. While the last decade has seen a 189% increase in games featuring playable female characters, fewer than a third of game covers feature a woman in a prominent position. When women are featured, they’re often sexualised. For example, the cover of San Andreas sports a blonde-haired woman in a come-hither pose.
“Female characters have historically been hyper-sexualised for the male gaze in gaming,” says Jay-Ann Lopez, founder of Black Girl Gamers. “You can observe this with the various representations of Lara Croft. I do not believe there is an inherent problem with women being viewed as sexy. However, when it is the only version of women shown, it strips us of our depth and limits us to serving as purely visual objects. Still, there are more and more holistic and nuanced female characters appearing within games.”
· Game covers continue to put men first. Only 11% of covers have women as the focal point, or with a share of the focus.
· From 2012 onwards, diversity has markedly improved. The Walking Dead release that year starred a black man (Lee) and a young mixed-race girl (Clementine) and was a critical and commercial hit.
The notion that people with disabilities need to be “fixed” is rife in the gaming industry
On the rare occasions that disabilities are represented in games, they are more likely to be physical ailments than mental. Mental health has only been tackled in the last few years as awareness rises. Plus, characters with a physical disability are often “fixed”.
Accessibility expert Ian Hamilton says: “This notion that people with disabilities are broken and need to be fixed – a concept known as the medical model of disability – was rejected and abandoned in the 1970s, yet still persists in media and in games, often through the trope of medical conditions being replaced by superhuman powers or superhuman prosthetics. Moreover, games are often guilty of furthering the myth that a disability is rare, with all the impact that has on broader prejudice and discrimination.”
· Deadly Premonition shows protagonist Francis York Morgan talking to an imaginary character, Zach. What starts off as a curious subplot turns into a fascinating exploration of mental health.
· The Joker, ace pilot of Mass Effect’s SS Normandy, suffers from Vrolik syndrome (brittleness of the bones), while Lester, the sardonic sidekick in Grand Theft Auto V, has an unnamed wasting disease. Yet both men are fiercely independent in spite of the challenges they face and are not defined by their disabilities.
LGBTQ+ themes are being explored more in gaming narratives
LGBTQ+ themes are rarely explored in games, and that’s especially true of the biggest titles.
This being said, things are improving. Some of the biggest games to tackle homosexuality with grace in the last 20 years include:
· Assassin’s Creed Odyssey (2018) and The Sims (2000) with both allowing you to enter a relationship with anyone you please
· The Last of Us (2013) boasting an expansion pack that portrays Ellie in a relationship with another girl,
· Fallout 3 that features a romanceable gay character, and
· Life is Strange (2015) that explores a number of well-written gay characters.
“Dream Daddy: A Dad Dating Simulator lets players be either a cis or trans man and captures a reality of the gay community I haven’t seen before in a game. Not every game can be Dream Daddy – and not every game has to be.” Alayna M. Cole, MD of Queerly Represent Me.
· Only 11% of GOTY nominees and E3 winners offer up significant LGBTQ+ storylines.
· From 2009-2018, there’s been a 300% rise in games featuring proper representation when compared to the preceding ten years (1999-2008).
Ultimately, things are getting better. Since 2012, nearly half of all games have featured diverse casts, LGBTQ+ themes or characters of colour – as opposed to 26% pre- 2012. Plus, The Last of Us II, one of the biggest PS4 games coming out in the next year, is set to feature a female LGBTQ+ lead. With time, here’s hoping that the enduring (and inaccurate) stereotype – that only young, white men play games – will fizzle out.
[1] https://en.wikipedia.org/wiki/Women_and_video_games
Source: Latest News on European Gaming Media Network
This is a Syndicated News piece. Photo credits or photo sources can be found on the source article: New scoring system that ranks games based on their representation of race, gender and disabilities reveals there’s still a long way to go to accurately represent the diverse communities playing them
Latest News
G2’s 10yr Anniversary Celebrations Continue with their First-Ever Anime Capsule Collaboration with Solo Leveling
Reading Time: 3 minutes
- The limited-edition G2 x Solo Leveling capsule collection launches November 14, featuring streetwear pieces that capture the spirit of a generation raised on anime, gaming, and fashion, with quiet confidence stitched into every piece
- The capsule marks G2’s first-ever anime collaboration and Solo Leveling’s debut entry into the world of esports
- The collection will be available for purchase exclusively via G2’s shop front
- Solo Leveling took the anime world by storm becoming the most-rated series ever on Crunchyroll
G2, one of the world’s leading entertainment and esports brands, is proud to unveil its first-ever anime collaboration with Solo Leveling, the globally acclaimed anime phenomenon, for the launch of a limited-edition capsule collection. With gaming and anime blurring the lines more than ever, this new collaboration unites the worlds of competitive gaming, anime and street fashion, and continues to disrupt the esports fashion space.
Inspired by Solo Leveling’s signature dark visuals and its powerful, underdog narrative, the collection channels the spirit of transformation that defines both the anime and G2’s competitive ethos. The design direction is deliberately dark and understated, with flashes of lightning and sparks that echo Solo Leveling hero Jin-Woo’s bursts of power as he levels up in the shadows of underground dungeons and daily grinds. Each item in the drop balances minimalist silhouettes and tonal palettes with refined visual cues – subtle details that speak volumes to those who IYKYK.
This collaboration is more than merchandise; it is a wearable narrative, tapping into the mindset of a generation raised on glow-ups, grind culture, and story-driven self-expression. Crafted for people who exist online and offline simultaneously, the G2 x Solo Leveling capsule fits seamlessly into the language of modern high-low streetwear, designed for everyday wear while remaining rooted in story and symbolism.
Solo Leveling has quickly become one of the most successful anime series of recent years. Since its premiere in early 2024, it has built a devoted global fanbase and earned nine awards at the 2025 Crunchyroll Anime Awards, including Anime of the Year. The series tells the story of Sung Jin-Woo, a once-weak hunter who rises in secret to become the most powerful player in a gamified world, a character arc that strongly aligns with G2’s own “zero to hero” journey. The first two seasons are available to stream exclusively on Crunchyroll.
The capsule collection is the latest in a line of exclusive drops from G2, following high-profile collaborations with Ralph Lauren, Warner Bro’s Batman, and iconic lifestyle brand Smiley. It’s another step forward in G2’s journey as a cultural leader, redefining what it means to be an esports organisation.
“We’ve wanted to release an anime collaboration for the longest time so we’re more than excited to kick off our first ever anime drop with Solo Leveling. It feels like the perfect fit for G2’s story – relentless, transformative, and built from the grind up.” says Sabrina Ratih, COO of G2 Esports. “This is more than a fashion drop, it’s a statement of where gaming, anime, and street culture are headed. We’re not just celebrating a shared story of power and perseverance, we’re inviting fans to wear that story, live it and own it. This collection continues our quest to reshape esports fashion and create subtle statement pieces that bridge the gap between fandom and lifestyle.”
Celebrating its 10th anniversary this year, the organisation continues to evolve from an elite competitive force into a global lifestyle brand. With over 40 million fans worldwide and entering into new ventures such as its own media house, 62, and a recent expansion into traditional sports via Gerard Piqué’s Kings League.
The G2 x Solo Leveling Capsule Collection will be available for purchase exclusively through G2’s online store g2esports.com from November 14.
The post G2’s 10yr Anniversary Celebrations Continue with their First-Ever Anime Capsule Collaboration with Solo Leveling appeared first on European Gaming Industry News.
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Clever Advertising opens new Malta office, launches fully paid work experience programme for young local talent
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Clever Advertising, a performance marketing agency for tier one iGaming operators and Fintechs, has today officially launched its new strategic office in Malta, reinforcing the island’s growing reputation as a European hub for digital and technology-driven industries.
The new office, located over two floors at the Wembley Business Centre in Msida, will serve as the company’s main base outside Portugal. Its opening marks an important step in Clever Advertising’s global expansion and will bring new career opportunities to Malta’s digital sector.
From Portugal to the world
Founded in Porto, Portugal, in 2007, Clever Advertising has grown into a global leader in affiliate and performance marketing, specialising in the iGaming and Financial Services industries. The company helps international brands attract new customers through a mix of digital advertising, SEO, mobile campaigns, influencer partnerships, and other online marketing channels. Clever Advertising operates on a partnership model – investing its own resources upfront to acquire customers for its clients and earning revenue only when those campaigns succeed.
Silvio Schembri, Minister for Economy, Enterprise and Strategic Projects commented “Clever Advertising’s decision to expand in Malta is another proof of the confidence investors continue to place in our country. Their growth reflects the direction we are taking through Malta Vision 2050, strengthening high-value sectors and creating quality careers for our youths. I particularly welcome their commitment to developing local talent through the Clever Launchpad, which aligns perfectly with our efforts to equip our youths with valuable skills in this fast-evolving sector. As a government, we will keep fostering the right environment for innovative companies to grow.”
Ivan Filletti, CEO of Gaming Malta commented: “Today, we are not only celebrating the inauguration of new offices, but also the continued strengthening of Malta’s gaming ecosystem. We are delighted to welcome Clever Advertising — a company whose energy, values, and investment in both people and interactive entertainment align with the Malta Vision 2050 framework, our roadmap for sustainable growth and resilience.”
“This is an exciting milestone for Clever Advertising,” said Alberto Simões, Managing Director for Malta. “Malta was a natural strategic choice for us. The island offers a thriving talent pool, close proximity to key clients, and a solid regulatory environment in both the Gaming and Financial Services sectors – all of which make it one of the best places in Europe to grow a tech business.
“Our company operates on a true partnership model. We invest upfront to acquire new customers for our clients and share in the resulting revenue. This success-based structure means that when our clients grow, we grow. It’s a win–win model that will directly contribute to the Maltese economy, help generate sustainable jobs, and build long-term partnerships rather than short-term campaigns.
“We’re here to be part of Malta’s business community for the long term, not only as employers, but as partners helping to advance innovation and professional skills on the island.”
Creating jobs and developing skills
The company today also announced its intention to invest in local talent development through the Clever Launchpad, a paid work experience initiative designed for Maltese youth who have recently finished school and are not yet in work or further education.
The programme offers hands-on experience, mentorship, and international exposure within the fast-growing digital sector. Participants will also have the opportunity to spend time at Clever Advertising’s headquarters in Porto. The scheme will be fully funded by Clever Advertising.
“We believe opportunity should be accessible to everyone,” added Simões. “The Clever Launchpad scheme tackles the misconception that digital jobs at international companies in Malta aren’t for the local residents. It’s designed to open doors for young people, even those without a university degree, and give them the chance to build a global career from right here in Malta.”
The post Clever Advertising opens new Malta office, launches fully paid work experience programme for young local talent appeared first on European Gaming Industry News.
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Blacklyte Joins StarLadder Budapest Major 2025 as its Official Furniture Partner
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StarLadder is proud to welcome Blacklyte as the Official Furniture Partner of the StarLadder Budapest Major 2025, bringing premium-grade desks and chairs to support the world’s best Counter-Strike players during one of the biggest esports events of the year.
All player setups at the Major – including on-stage booths and backstage practice areas – will be equipped with Blacklyte’s high-performance gaming furniture, including the Blacklyte Athena Pro Gaming Chair and the Blacklyte Atlas Lite Standing Desk, designed specifically for professional esports environments.
“Comfort and stability are crucial in high-pressure matches,” said Alex Liu, Founder and CEO of Blacklyte. “We’re excited to support the players at StarLadder Budapest Major 2025 with gear that’s built for champions.
The partnership ensures that every pro player competing from December 11 to 14 will have the ergonomic support and functionality required to perform at their highest level — whether in practice or under the spotlight on stage.
“Blacklyte’s dedication to quality, design, and player comfort makes them the ideal partner for the Major,” said Viacheslav Shcherbakov, Head of Sales & Partnerships at StarLadder. “We’re proud to showcase their products on the biggest stage of the CS2 season.”
Fans attending the event will also be able to visit the Blacklyte PlayZone, where they can experience the same chairs and desks used by the pros, participate in giveaways, and take home exclusive merch.
For more information about Blacklyte and their activation at the event, follow us on social media or visit major.starladder.com
The post Blacklyte Joins StarLadder Budapest Major 2025 as its Official Furniture Partner appeared first on European Gaming Industry News.
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