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“There is room for everyone in esports.” Exclusive Q&A with Ashley Washington, Head of VCT Game Changers

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There is an old, now-defunct saying in football that women can’t understand the offside rule. While there was no such explicit quote, the feeling has been pretty much the same in esports, if you go by the low number of women playing the sports.

Now, who will do something to change the gender disparity in esports? Enter VCT Game Changers.

VCT Game Changers is an esports program exclusively for women where gamers play Riot Games’ hit video game VALORANT. The Game Changers tournament is into its third edition this year.

We have here with us Ashley Washington, Head of VCT Game Changers. She talks about, well, the game-changing situation in esports. Her responses are insightful and stats-rich. Don’t miss it.

Q. Let’s start with a quick intro. How did you land in the gaming industry?

A. This is a very reductive version of the story but I was working in account management and sales in NYC after graduating from New York University. Though I did study game design, I wasn’t really sure of myself when it came to making a career in the industry. There was an evening in January of 2016 when I’d just paid my rent—a paycheck and a half—and I just decided that I wanted to move to Berlin. I knew it was fun and cheap because I studied abroad there. I bought a one-way ticket and did that. Berlin is the kind of place where you can make almost anything happen for yourself career-wise, so I chased my dreams and made the switch! I’ve done quality assurance work, data science, journalism and, it turns out, I’m strongest as a product leader.

Q. Tell us about Valorant Game Changers: Mission, vision, mode of operation and all that?

A. VCT Game Changers is a program meant to introduce women to the VALORANT ecosystem, guide them in the cultivation of their skills and, ideally, see them make their way out of the program and into the rest of the VALORANT competitive space. The goal is to have a diversified ecosystem where people from a variety of identities and backgrounds can excel at the highest levels of play. So far, we’ve set out to achieve this by running the tournament circuit that most are familiar with but, in the future, we are working to find additional ways we can make this vision into a reality.

Q. How do you analyse your performance so far? Could you talk about the changes you have brought about in esports, especially in terms of the participation of women?

A. I think there are some obvious things we are looking at and some less obvious things. Really high on the list is participation. We recently maxed out signups for the first time with 130 teams registered out of 128, meaning two teams were on the waitlist when signups closed. Ultimately we saw 126 teams participate, this is over 600 players which is great to see. We set out to create a safe space, so seeing more and more women choose to enter it is absolutely a win. One of the other stronger indicators of success, at least from my perspective, is to see women in rosters in the rest of VALORANT Champions Tour EMEA . Whilst it’s not yet exactly standard, mixed rosters can already be seen in third party VALORANT tournaments, like BLAST Spike Nations, and that’s a beautiful thing as well.

Q. Valorant Game Changers tournament is into its third series now. How has the tournament evolved and progressed over the three series?

A. Growth is probably the biggest evolving factor for Game Changers at this stage. For example, just this year, we saw 91 teams participate in the second series. In the third series, we had 126 teams. In addition to more teams, we are seeing the strength of the teams grow as well. The players are becoming increasingly more skilled and the competitive spirit among EMEA teams is a lot more dynamic. There are a lot of really interesting team and player stories developing and a notable increase in participation from regions that are usually not represented like Turkey and MENA (and some parts of Europe). So, the community that we’ve grown with the tournament is maturing in many ways.

Q. The number of women participating in esports is still low, with reference to an ideal scenario. What do you think are the hindrances women face in entering and excelling at esports?

A. I’ve spent a lot of time talking to women in the scene playing different titles and coming from different backgrounds. The things I hear referenced the most come down to the lack of opportunities (both perceived and actual—they’re equally as bad when the result is the same) and a fear of career instability should they decide to go all in with esports. Many of these women have a hard time convincing orgs to give them a chance or, when they do, getting adequate pay that allows them to focus on doing their best. The women end up needing to maintain their studies or another job so that they have a backup plan in the event that things don’t work out. This happens in esports in general but it would seem that this is a very common experience for women entering the space.

It’s very important that any organisation interested in providing these opportunities to women is also committed to investing in their careers as well. Bringing a group of women together just to have that roster there without paying any mind to what they need to thrive and grow is a costly and painful mistake. It leaves its mark and it can be incredibly discouraging for those that it affects.
Of course I also hear from women who have terrible experiences due to toxicity and the lack of confidence that can come from that or just not seeing enough representation in general. This kind of thing can strike when they’re so young that they don’t even consider trying to play competitively when they get older. It doesn’t end with players either, underrepresentation is happening in every area—women working in talent or esports-related companies might also face these issues.

Q. What kind of activities is Valorant Game Changers undertaking for training and mentoring women in esports?

A. Our approach to this varies regionally. Since Game Changers is still young, not every region has a training supplement, EMEA included. But we are hoping to introduce something like this relatively soon. The most important thing is finding something that is best suited to the region and what the Game Changers community is looking for, so we’ve been doing a lot of listening for now.

Q. How are you looking into the future regarding women’s participation in esports? In which countries do you hope to see a surge in numbers in terms of women players?

A. EMEA is already so strong when it comes to this. The interest in esports among women is high and every year, the landscape for opportunities to play is looking brighter and brighter. Continuing with this is the first thing I hope and fully expect to see. When it comes to regional representation, I dream of higher numbers from MENA—so North Africa and the Middle East. This is already happening so tapping into what players from these regions need to feel comfortable taking the leap is one of many focus points I have looking ahead to the future. Though I can safely say that I wouldn’t complain about an increase from any space in the region. This is one of the rare occasions in life where more is absolutely better.

Q. Finally, what kind of initiatives do you want to see in the esports industry in general –- by governments and other organisations — to ensure the number of women in esports continues to increase?

A. I would love to see more support for younger fans who are curious about playing or being in the industry in general. I think it’s very easy to write off “gaming” as a viable job option but I think that has a lot to do with how few resources there are for school-aged players and their families to have an idea of what this could really look like—whether that’s playing, organising or being part of a broadcast. I mean, I have a pretty standard job that I’m pretty sure my parents never imagined would fall under “working with games”. I think they’re not the only ones.

And, ultimately, I would love to see more initiatives tap into intersectionality. It’s so important to help women feel comfortable in the space, but once that’s begun, there are so many groups within this identity that could use a bit of a lift. For example, I didn’t see many other black women in the industry growing up and it’s a lot of the reason why I didn’t bother doing anything beyond studying games for a while. Eventually, I felt brave enough to go for it anyway but there are so many others like me who won’t even make it that far with it without knowing for sure that it’s possible. Initiatives connecting young players from underrepresented groups is one way to kind of combine both of these things. There are already programs like this out there and I am really excited about seeing that continue to develop in the future.

There is room for everyone in esports. If they truly want to be there, they can be—I really do believe that.

George Miller (Gyorgy Molnar) started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

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TCSJOHNHUXLEY Acquires GPI Dice Business, Becomes Global Dice Industry Leader.

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TCSJOHNHUXLEY, the leading global supplier of world-class casino equipment and services, today announced the strategic acquisition of the dice manufacturing business from Gaming Partners International (GPI).

This landmark acquisition provides TCSJOHNHUXLEY with immediate ownership of GPI’s dice manufacturing capabilities, significantly expanding the company’s production footprint and product portfolio.

With this purchase, TCSJOHNHUXLEY is reinforcing its position as the definitive industry leader. The company will now offer three premier dice brands: TK, Paulson, and TCSJOHNHUXLEY. Crucially, operations will be maintained in both Mexico and Missouri, USA, providing customers with dual supply capabilities for enhanced supply chain resilience and flexibility across all global markets.

This acquisition is a strategic move that enhances TCSJOHNHUXLEY’s core offering, secures its dominance in the dice sector, and ensures the continued delivery of the highest quality and most secure gaming dice to casinos worldwide.

The combined capabilities solidify the company’s commitment to producing the highest standard of precision gaming dice. TCSJOHNHUXLEY’s own “Certified Perfects” Dice are globally acknowledged as the world-wide industry standard for casino gaming dice and are trusted globally for accuracy, quality, and security. Available for Craps, Sic Bo, and Pai Gow, the dice can be specified with razor edge or ball corner profiles, come in various sizes, and are manufactured with dots flush to the surface before being wrapped in the signature gold foil, with options for monogramming or serialization to a casino’s specifications, ensuring complete security.

Tristan Sjoberg, Executive Chairman of TCSJOHNHUXLEY, commented “The acquisition of the GPI dice business is a truly transformative step for TCSJOHNHUXLEY. By immediately securing the renowned TK and Paulson brands, we are fundamentally consolidating our position as the definitive global leader in casino dice manufacturing. Leveraging this increased scale and our dual production capabilities, we can provide customers with unmatched supply security and sustained access to the world’s most precise, trusted, and high-quality gaming dice.”

The post TCSJOHNHUXLEY Acquires GPI Dice Business, Becomes Global Dice Industry Leader. appeared first on European Gaming Industry News.

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Speedz Welcomes Nolimit City Portfolio

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Ganadu Gaming has announced the addition of sought-after Nolimit City titles to the stacked games lobby at Speedz online casino.

The operator welcomes selected Nolimit City titles as an essential part of the slots offering within newly-launched Speedz, stating that the portfolio represents some of the world’s most popular games, notable for their boundary-challenging storylines, innovative mechanics, stunning graphics and slick gameplay and a chance to win generous rewards (with a bit of luck!).

Epic games, unforgettable experiences

Players around the globe have come to appreciate Nolimit City titles such as the phenomenal Fire in the Hole mining-themed series, the gritty urban flavour of the Punk series, including Punk Toilet, deranged adventures in Serial and Mental, and lighter fare like Walk of Shame and Tomb of Akhenaten. Nolimit City titles are instantly recognisable for their dark humour and amusing characters. 

These, and other exceptional online slot experiences, can be enjoyed on Speedz, with many of them available to try out for free in Demo Mode. Nolimit City’s attention to detail is the thread that connects them all, the hallmark of quality that keeps players coming back for more.

Built for pace

Speedz is Ganadu Gaming’s second brand following the launch of Flamez in September 2025. As the name suggests, everything about Speedz is designed to match player expectations regarding their play experience. It’s easy to get started at Speedz, and every part of the user journey is met with rapid processes, from registration to deposits and withdrawals.

Sven de Waard, Head of Casino at Ganadu Gaming, is enthusiastic: “Speedz is all about user experience, and Nolimit City titles are the perfect vehicle to showcase performance excellence. Our players relish their creative takes on how a slot should look and feel, and this gaming provider is a must-have for any reputable online casino. We’ve got a full representation of their titles and we look forward to their new releases being added to our games lobby – something our players will have to look forward to with this partnership”.

Ganadu Gaming offers players peace of mind entertainment, with a licence from the Kahnawake Gaming Commission (KGC) and a reputable ISO 27001 certification. In Finland, Speedz is a Pay’n Play casino; players can use BankID for registration and verification, allowing them to start playing and withdrawing immediately. A variety of credit cards, e-Wallets and online banking options are available to players depending on their location.

Speedz and Flamez both offer a world-class gaming experience, and Ganadu Gaming has already hinted that another brand is in the pipeline for players to enjoy.

Please note: Selected games at Speedz are only available in certain regions due to regulatory requirements. Contact Affiliatez.com for more information.

The post Speedz Welcomes Nolimit City Portfolio appeared first on European Gaming Industry News.

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Max is back in Unusual Suspects Ultra Link&Win ™

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Max Spinwell returns in Unusual Suspects Ultra Link & Win, the latest instalment in Northern Lights Gaming’s blockbuster slot franchise.

This time, players find themselves in a sprawling metropolis where every alleyway hides secrets and each skyscraper looms over a world of crime and justice.

Once again, hero Max Spinwell takes the detective role, navigating the mean streets, and the unusual suspects he encounters along the way, to uncover the game’s biggest wins.

The reels are framed by a dynamic landscape, with towering buildings and darkened streets filled with danger and opportunity.

Symbols bring the theme to life with iconic underworld images such as briefcases overflowing with cash, handcuffs and dynamite.

The gameplay is just as fierce, with bonus features including:

  • Ultra Link&Win
  • Max Mode
  • High Speed Pursuit
  • Scatter Symbol Wins
  • Free Spins
  • Buy the Bonus

The action really hots up during the Free Spins and Link&Win feature.

Landing three Free Spins symbols trigger ten Free Games, which play out with giant 3×3 symbols, retriggers and Ultra Link&Win, which can be retriggered from the Free Spins, too.

Ultra Link&Win begins with four locked rows and three unlocked rows. Three Respins are awarded during which landing additional Link&Win symbols unlocks more rows.

Respins reset to three whenever a new Link&Win symbol lands in view – a full reel set awards the Grand Jackpot.

Players also have the option of activating Max Mode, which increases the amount of Link&Win symbols that appear on the reels.

Then there’s High Speed Pursuit, which is triggered at random during the base game. Once activated, the bonus will either award Wilds, Scatters or Link&Win symbols.

Unusual Suspects Ultra Link & Win is a high volatility slot with 25 paylines and a 96.13% return to player, but with different RTP options available upon request.

It’s the latest title in the studio’s hugely popular Unusual Suspects series, with other titles including Unusual Suspects Legends of Olympus and Wanted Unusual Suspects.

Chris Loftus, CEO at Northern Lights Gaming, said: “Max is back and this time he’s looking to defeat the baddest of crime bosses while unlocking big wins for players. 

“The game is based around our proprietary Link&Win bonus, which sees players unlock rows to expand the reel set and boost their chance of hitting massive wins. 

“This, combined with other bonuses like Free Spins, High Speed Pursuit and Max Mode takes players to the heart of the city where crime runs rampant but with Detective Spinwell on the case, they can take back control and unlock plenty of big wins along the way.” 

The post Max is back in Unusual Suspects Ultra Link&Win ™ appeared first on European Gaming Industry News.

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