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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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Spinomenal marks the start of the holiday season with Majestic Santa

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Leading iGaming content provider Spinomenal has unwrapped its new title Majestic Santa, signalling the start of the festive season.

Spinomenal’s festive-inspired treat is a 5×3 slot that is bursting with Christmas imagery including red stockings, gingerbread men, and glistening golden bells. The reels are beautifully presented within a golden frame amongst snow-covered rooftops, softly glowing windows, candles, and lanterns. A festive, homely soundtrack wraps players snugly into the action as they look to win.

Unwrapping three Christmas wreaths will take players into the Free Spins game. Before the round begins, players spin the Wheel of Fortune to determine both the number of free spins (between 10 and 40) and the symbol that will double during the feature.

Majestic Santa’s bonus feature is triggered when three luxurious gold ribboned presents appear on screen. Players are given three spins to start, and the goal is to complete the metre by collecting Scattered winning symbols.

One segment of the metre is completed with five present symbols and players can win extra spins when they find a +1 symbol. Once the spins end there will be the final payout calculated by the final filled metre cell.

Majestic Santa also includes Stacked Wilds, where Wild symbols can land during spins to elevate the chances of a festive win. In the base game, only Double Symbols can be triggered — transforming all symbols into their double form for even greater payout potential.

Spinomenal CO-CEO, Omer Henya commented: “Majestic Santa is an ode to the magic of the holiday season. Its warming visuals and festive soundtrack perfectly complement the excitement of Stacked Wilds and Double Symbols, delivering unmistakable Christmas cheer and plenty of chances to win.”

The post Spinomenal marks the start of the holiday season with Majestic Santa appeared first on European Gaming Industry News.

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Million Games Launches Rudolph’s Gone Rogue – A Frenzied Christmas Slot of Wild Wins

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Million Games is bringing festive mayhem to the iGaming world with the launch of Rudolph’s Gone Rogue, a fast-paced Christmas slot where Santa’s most famous reindeer takes centre stage in a runaway holiday adventure.

In this 5×3, 20-payline slot, Rudolph bolts into the night sky, dragging the rest of the herd with him and leaving a trail of chaos in his wake. Gifts, sleigh parts, and enchanted carrots scatter across the snowy reels, while the gameplay erupts with Wild Multipliers, Free Spins, and random Wild drops. With an RTP of 96.37% and a maximum win of 2,500x the bet, Rudolph’s Gone Rogue delivers a festive mix of charm, speed, and rewarding volatility.

Features that Drive the Frenzy

 

  • Rogue Reindeer Free Spins: Triggered by 3 Rudolph Bonus symbols, the reels light up under aurora skies as reindeer charge across the screen, dropping extra Wilds and activating Wild Multipliers.

  • Snowflake Wilds: Substitutes for all regular symbols to complete wins.

  • Wild Multipliers: Multipliers of 2x, 5x, 10x, or 20x add explosive payout potential.

  • Extra Wilds: During Free Spins, Rudolph and the herd scatter 1 or 2 extra Wilds on the same reel, creating chaotic, high-energy gameplay.

“Rudolph’s Gone Rogue is all about capturing the wild side of Christmas,” said Thomas Nimstad, CEO of Million Games. “It’s playful, fast, and packed with features that keep players on edge with every spin. We wanted to create a holiday slot that feels unpredictable and fun while still delivering strong replay value for operators.”

With its bold design, electrifying Free Spins, and chaotic mechanics, Rudolph’s Gone Rogue offers a unique seasonal addition to operator lobbies, built to capture attention and drive engagement throughout the holidays.

Rudolph’s Gone Rogue is now available across all Million Games partner platforms.

The post Million Games Launches Rudolph’s Gone Rogue – A Frenzied Christmas Slot of Wild Wins appeared first on European Gaming Industry News.

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ThrillTech makes three additions to senior team to accelerate ‘explosive’ growth

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ThrillTech makes three additions to senior team to accelerate ‘explosive’ growth

– VP of Growth, Global Sales Director and Head of Technical Compliance recruited

– Additions bring experience from Evolution, Pragmatic Play and Kiron

– Jackpot provider aiming to build on momentum after breakout year 

ThrillTech, the global leader in side-bet jackpot technology for iGaming operators and game studios, has strengthened its senior team as it looks to build on a period of “explosive” growth.

Xavier Besseau has been appointed VP of Growth, making the switch from Kiron Interactive. Xavier has more than a decade of experience in iGaming, with previous roles at Sportradar, TrueLayer and Gaming Innovation Group.

Nemanja Grujicic has also joined the commercial team as ThrillTech’s Global Sales Director. Grujicic was most recently head of account management at slots provider Popiplay and was previously in a similar role at Pragmatic Play.

Also joining the ThrillTech team is Rocio Mata, who arrives as the new Head of Technical Compliance. Mata spent more than 10 years with Evolution, most recently as Senior Technical Compliance.

Collectively, the new arrivals bring deep expertise across commercial strategy, compliance and growth acceleration – all core pillars of ThrillTech’s next phase.

Founded in 2023, ThrillTech has enjoyed a successful 2025 and now employs 15 people, working remotely and in offices in Cyprus and Malta.

ThrillTech helps amplify player experiences while boosting GGR for partners with its unique ThrillPots and ThrillDrops products and is now licensed and certified in 10 jurisdictions.

Benjamin Bradtke, co-founder at ThrillTech, said: “A huge indicator that a company is doing well is its ability to attract and retain the brightest minds in the industry, and I am so pleased to say that the three new hires we’ve welcomed across Q4 are an incredible asset to ThrillTech.

“This has been a genuine breakout year for us. We’ve seen explosive growth across our product lines, expanded into new jurisdictions and secured partnerships with operators who are embracing a more creative approach to jackpots and player engagement.

“Bringing Xavier, Nemanja and Rocio into the business now is very deliberate – they’re here to help us accelerate that momentum through the final stretch of 2025 and propel us into an even stronger 2026.”

The post ThrillTech makes three additions to senior team to accelerate ‘explosive’ growth appeared first on European Gaming Industry News.

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