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The Women in Games Manifesto: A call to arms for gender equality & equity in games and esports
Women in Games, a UK-based not-for-profit organisation with a worldwide influence, today launches the Women in Games Manifesto.
This Manifesto, deeply rooted in the spirit of the suffragist movement, embodies the collective resolve of Women in Games to promote fairness and gender equality in the games and esports sectors.
Women in Games CEO Marie-Claire Isaaman explains the importance of the Manifesto’s launch: “50% of the world’s population is women, 50% of players of video games across the world are women and girls, yet only approximately 23% of those who work in the games industry are women.
“Women working in the industry are less likely to be in game development and programming roles and less likely to be in senior positions. And only a few studios are owned and run by women.
“There are serious challenges in the games sector, with toxicity against girls and women players online and sexual harassment at major corporate events, along with discrimination in the workplace.
“72% of female players experience toxicity online with girls and women encountering dark and threatening behaviours – often being aggressively quizzed about their gaming skills, which often leads to more violent verbal abuse and threats of rape
“Women and girls are detrimentally affected by these harmful actions and environments. And, along with the negative press that follows, this affects their mental wellbeing and discourages girls and women from pursuing an education or career in games.
“This picture needs urgently repainting. The time for change is now.”
THE WOMEN IN GAMES MANIFESTO
The Manifesto presents ‘Fourteen Reasons for Supporting Women in Games’. It calls on the global gaming community to collaboratively work towards dismantling discrimination and fostering inclusivity.
110 years ago, women suffragists in the UK published their manifesto: ‘Fourteen Reasons for Supporting Women’s Suffrage’. More than a century later, women may have the vote, but there is still so much to be done to bring about fairness for women. Women in Games follows in their footsteps, in this manifesto:
Fourteen Reasons for supporting Women in Games
1 Because women have long been marginalised in the games industry, and it is past time to take action to create a fair playing field.
2. Because ‘women’s economic equality is good for business’ (UN, 2023).
3. Because advocating through collaboration and communication are fundamental tools in the struggle to eliminate discrimination.
4. Because all women working in the industry deserve to be fairly treated at all levels, from content creation to leading development teams, and from junior to senior management.
5. Because equal pay for all means equal pay for women.
6. Because in order to make the games industry a place of fair play, we must foster an environment in which everyone belongs.
7. Because to aspire to be a fair reflection of the whole world, games must fairly reflect the world’s whole population.
8. Because sexism and harassment are a scourge on the face of the games industry, and it falls to everyone, particularly leaders, to ensure the health, safety and well-being of women.
9. Because toxic play environments prevent women from participating in civilised communities of play.
10. Because women’s life experiences and professional expertise are wildly diverse, bringing more innovative ideas, developing better games and a richer, more vibrant creative culture for everyone.
11. Because in order to achieve fairness, the tangible barriers that prevent women from entering the games industry must be removed.
12. Because embracing gender equality and diversity in games and the games industry will bring about a sustainable future.
13. Because education, training and professional development for girls and women are essential to bringing about a fair playing field.
14. Because – to summarise all of these reasons – a fair playing field benefits all.
WHY THE WIREFRAME IN GAMES IS SO FLAWED
Women and girls in the games community are the targets of gender-based toxicity in person and when playing online.
According to the long-running Female Gamers Survey (Bryter), such toxicity is on the rise, and as a result, women gamers are often discouraged from playing the games they love. 72% of female gamers experience toxicity in gaming, often of a dark and threatening kind; even more disturbingly, the abuse doesn’t always stop once players leave the game – some instances manifest into serious consequences outside of gaming. In the 2022 Bryter survey, 1 in 4 women stated they are reluctant to identify as a real gamer, and just 38% of female gamers feel that there are adequate processes in place to deal with toxicity in gaming.
Allegations of discrimination against women working in games and esports have continued to emerge this year – globally, and within small studios and large multinational businesses. Beyond single companies, or individual events such as at the most recent in-person Game Developers Conference, there is a prevalent culture that enables unacceptable behaviour towards women, which at its worst, includes physical threats and harassment.
Women’s representation in the game development community remains extremely low in comparison to their employment across the wider world of work – GDC’s 2022 report revealed it has declined to 20%. Other research, such as that conducted by Ukie, would suggest that in the UK it is as high as 30%, although a lack of granular understanding of the specific roles that women play across disciplines and levels makes it impossible to understand their true involvement.
Further, detailed research into women’s representation is urgently needed in order to make women’s work in the games sector visible. It is crucial to reveal gender-based disparities in the game-making process, and how women are being affected in achieving leadership roles by the ‘broken rung’ at the first step up to management.
HOW WOMEN IN GAMES PLANS TO BRING ABOUT CHANGE
Women in Games advocates for all women, girls and people of diverse gender identities, as well as transgender, gender diverse and intersex women, in order to positively influence public discourse and bring a culture of fairness and belonging to work and play spaces.
We address critical spheres of action, defined by our priority areas of focus, giving voice to a global community who support our cause and one another.
We promote the interests of our community through a vibrant ecosystem of Women in Games Corporate, Individual and Education Ambassadors.
We currently have over 1,450 Individual Ambassadors across 70+ countries worldwide, and over 40 Corporate Ambassadors and Education Ambassadors in our community of active supporters.
We hold global events designed to provide safe, encouraging and supportive networking and career development opportunities.
We produce significant publications that provide important insights into how to achieve gender fairness in the games and esports sectors.
We hold annual Women in Games Global Awards, in order to promote the achievements and accomplishments of women across the sector, and we collaborate with other organisations that share our vision, in research and development projects.
CEO Marie-Claire Isaaman added: “All of our work, which continues to gain widespread recognition, is undertaken in order to achieve real change, both in public discourse about fairness to women and in the lived reality for women in the games and esports sectors. Please join us in making change for women and girls around the world.”
JOIN THE MOVEMENT
Women in Games invites participation from all industry stakeholders, including game studios, associated companies, and esports organisations. From becoming a Corporate Ambassador to making individual donations, everyone can contribute to driving Women in Games’ mission forward.
To find out more about becoming a Women in Games Individual Ambassador, or a Corporate or Education Ambassador, visit https://www.womeningames .org/ambassadors/
For details on how to support Women in Games, visit https://www.womeningames .org/about-us/donate-2/

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DragonBet fires up its slots offering with Stakelogic games
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Stakelogic’s latest UK deal brings its full slot suite and Spin to Win jackpot feature to DragonBet players
Casino content provider Stakelogic has announced a new partnership with UK-facing sportsbook and casino operator DragonBet, bringing its extensive suite of slot titles to one of the UK’s most exciting independent brands. The integration, facilitated via Relax Gaming, further strengthens Stakelogic’s presence in the UK and adds a high-performance slot offering to Dragon Bet’s growing casino vertical.
As part of the deal, Dragon Bet players will now have access to Stakelogic’s complete slot portfolio, headlined by recent top performers including Wrath of Zeus ClusterBreaker and Kraken’s Catch, alongside classic-style fruit games and modern video slots packed with advanced mechanics.
Also included in the rollout is Spin to Win, Stakelogic’s pioneering progressive jackpot system. Built to deliver real-money wins directly from within the base slot game, Spin to Win randomly selects a player and transports them to a live jackpot wheel – injecting gameplay with the potential for an unexpected twist and big rewards.
Neil Tanti, Head of Sales at Stakelogic, said: “Dragon Bet is a standout brand in the UK betting scene, with strong local roots and big ambitions. We’re thrilled to bring our full slot portfolio to their players and to support their casino growth strategy with content built for engagement and performance. Spin to Win is a great example of how we’re pushing the boundaries of what a slot experience can be.”
Daniel Falvey, Casino Manager at Dragon Bet, added: “At DragonBet, we’re committed to offering something fresh, exciting, and truly engaging for our players. Stakelogic fits that bill perfectly. With innovative, fast-paced slots and unique features like their Spin to Win progressive jackpots, they bring a dynamic new edge to our offering that we’re confident our players will love.”
The post DragonBet fires up its slots offering with Stakelogic games appeared first on European Gaming Industry News.
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Xtremepush Confirms €12m Financing by AshGrove Capital
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Xtremepush, a market leader of CRM and gamification powered by AI, has announced today that it has received €12m in new funding from its long-term investment partner, AshGrove Capital.
The European capital solutions provider, which specialises in B2B software companies, has issued a flexible debt facility to Xtremepush, which will allow a scaling up of its ambitious growth and acquisition strategies. In addition, it will cement Xtremepush’s market-leading position as a unified CRM and gamification software platform while also advancing its footprint in regulated verticals such as financial services, e-commerce, and publishing.
Xtremepush’s next growth phase, set to be expedited by this latest funding, will see it scale up its operations in multiple regulated markets. This will allow Xtremepush, with Ashgrove’s support, to continue its investment in industry leading R&D, explore new opportunities in other verticals, expand its global market footprint, and power its acquisition strategy complementary to its existing model. The CRM experts hold a five-year investment relationship with AshGrove Capital and this funding round gives a strong approval of the trajectory of the Dublin-based firm, which also has private equity relationships with tech-focused Grafton Capital and Bettor Capital.
Tommy Kearns, CEO and co-founder at Xtremepush, said of the latest funding: “AshGrove Capital has been a hugely supportive partner over the last five years and this latest financing commitment will help us realise our ambitious growth strategy and will accelerate our acquisition plans in the very near future.
“Xtremepush has gone from strength to strength as a CRM and gamification leader in a short space of time, and this backing makes it a truly exciting time to push on following such a major vote of confidence in our technology, leadership, and business direction.”
Jonathon Ferguson, Co-Founder and Partner of AshGrove Capital, added: “Xtremepush are one of very few innovators in the CRM space, consistently raising the bar and demonstrating value to its partners, who inevitably continue their relationship for the long haul”.
“This latest investment is testament to our belief in their ambitious growth strategy, strong leadership, and robust organisation – one that empowers regulated businesses to deliver compliant, tailored communications at scale. With this new commitment, we’re ready to facilitate the next step of the Xtremepush journey and help the firm scale to become a leader in CRM across various regulated sectors.“
The post Xtremepush Confirms €12m Financing by AshGrove Capital appeared first on European Gaming Industry News.
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BGaming Strengthens Its Presence in Italy with San Patrignano Contribution and Introduces New Game Classification
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Rapidly expanding content provider shows commitment to responsible gambling in Italy ahead of SiGMA Rome
Popular iGaming content provider BGaming solidifies its position in Italy with a refreshed game classification system and a new local social initiative. As part of its growing commitment to the Italian market, BGaming has made a significant financial contribution to San Patrignano, a local non-profit organisation supporting people struggling with gambling and other addictions. The donation will help fund the community’s recovery programme dedicated to the rehabilitation of people with gambling addiction, reinforcing BGaming’s focus on responsible gaming and customer well-being.
San Patrignano’s long-standing rehabilitation programme helps individuals rebuild their lives through professional guidance, education, and strong community support for both participants and their families.
This initiative follows BGaming’s recent acquisition of a licence in Italy in March 2025, highlighting the company’s ongoing efforts to build a sustainable and socially responsible presence in the region.
Alongside its social commitment, BGaming has also introduced a new classification of its gaming portfolio, designed to reflect the studio’s diverse and player-oriented approach. The refreshed structure divides its titles into three key categories: Casual, Classic, and Entertainment.
The Casual category features fast, easy-to-play titles that typically provide shorter playing sessions and high engagement rates. Top performers in this category include hits like Aviamasters, Plinko, Plinko 2, Balloon Mania, Golden Piñata Hold & Win, and Winter Fishing Club.
The Classic category includes more traditional slot games, featuring classic gameplay mechanics and low to medium volatility. Popular games in this category include Burning Chilli X, Hot Chilli Bells, Lady Wolf Moon, and Fruit Million.
Finally, there is the Entertainment category, featuring high-volatility games characterised by their advanced gameplay features, bonus buy options, and strong appeal to streamers. Headliners in this category include Snoop Dogg Dollars, Merge Up, Bonanza Billion, Aztec Cluster, Wild West Trueways, and the iconic Elvis Frog series.
Those interested in discussing what BGaming has to offer can visit the company at booth 2049 during SiGMA Rome, which takes place from November 3rd to 6th.
Olga Levshina, CCO at BGaming, said, “Italy is an incredibly important market for us, and we are proud to strengthen our presence here not only through innovative content but also through meaningful action. Our partnership with San Patrignano reflects BGaming’s belief that entertainment and responsibility must go hand in hand.
At the same time, the refreshed game classification provides both our partners and our players with more clarity on what to expect from each game. We are excited to showcase the diversity of BGaming products and meet potential partners at SiGMA Central Europe.”
The post BGaming Strengthens Its Presence in Italy with San Patrignano Contribution and Introduces New Game Classification appeared first on European Gaming Industry News.
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