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The Women in Games Manifesto: A call to arms for gender equality & equity in games and esports

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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/

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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$1M Thunderpick World Championship 2024: Teams and Finals Details Announced!

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Thunderpick World Championship 2024 Announces Finals Dates and Teams

HEROIC, M80, Fnatic, and Falcons Among Teams to Compete for $1,000,000 Prize Pool in Championship Finals Commencing on Oct. 21

Thunderpick World Championship, a global professional CS2 tournament with a record-setting $1 million (USD) prize pool, announced today it will bring together the best players and teams in the world, including HEROIC, M80, Fnatic, and Falcons, to compete in its 2024 Finals, culminating in a two-day live event in Berlin, Germany on Nov. 2.

Leading up to the Grand Finals, teams — which also include Bestia, BIG Clan, BLEED, Cloud9, Imperial and Team Legacy — will compete in the online Group Stage on Oct. 21 to 25; and the Quarterfinals on Oct. 26. This follows six qualifier rounds across three global regions – Europe, North America and South America – which started in April.

“The Thunderpick World Championship 2024 is shaping up to be one of the most exciting tournaments of the year,” said Kelly Sanders, Head of Strategy for Thunderpick. “With the caliber of teams and record-setting prize pool, we can expect intense competition and high-quality gameplay that will captivate fans and players around the world.”

GRID is the official esports services provider and data partner of the Thunderpick World Championship. GRID’s comprehensive suite, featuring cutting-edge tournament tools, data visualization, and robust infrastructure, will be pivotal in enhancing the integrity, security, and commercial potential of the Thunderpick World Championship 2024.

This is the second year of the Thunderpick World Championship. In 2023, the total prize pool was $600,000 and FaZe Clan won the Grand Final.

 

The post $1M Thunderpick World Championship 2024: Teams and Finals Details Announced! appeared first on European Gaming Industry News.

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Andrew Cardno to Speak at Mid-year IGA about Safeguarding Data in AI-Enabled Tribal Casinos

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Andrew Cardno, the Chief Technology Officer of Quick Custom Intelligence, a recognized expert in data analytics and gaming technology, will be a featured speaker at the upcoming Mid-Year Indian Gaming Association (IGA) conference at the Tulalip Resort Casino in Tulalip, Washington. He will deliver a presentation on the critical topic of “Safeguarding Data in AI-Enabled Tribal Casinos.”

As Artificial Intelligence (AI) continues to revolutionize the gaming industry, its integration into casino operations has opened new avenues for enhancing player experiences, optimizing business strategies, and improving overall security. In his session, Cardno will explore how AI is not just a tool for innovation but also a pivotal element in maintaining the integrity and safety of tribal casinos.

Cardno’s presentation will delve into several key areas:

  • Personalized Player Experiences: Demonstrating how AI can tailor game recommendations to individual players, creating more engaging and customized gaming experiences.
  • Advanced Security Measures: Highlighting AI’s capabilities in detecting and preventing fraudulent activities, ensuring a secure gaming environment.
  • Optimized Pricing Strategies: Discussing how AI can help casinos adjust pricing dynamically to maximize revenue and enhance profitability.
  • Enhanced Customer Service: Showcasing the use of AI-driven chatbots to provide efficient and personalized customer support, improving player satisfaction.
  • Refined Marketing Approaches: Examining how AI can refine marketing strategies for more targeted outreach, ensuring the right messages reach the right audiences.

Cardno will also provide insights into how AI-driven efficiencies can significantly reduce operational costs, allowing tribal casinos to allocate resources more effectively and make data-informed decisions that boost overall profitability.

“AI is transforming the landscape of casino operations, offering unprecedented opportunities for growth and innovation,” said Cardno. “However, with these advancements comes the critical responsibility of safeguarding data. My session will focus on how tribal casinos can leverage AI to enhance their operations while ensuring that data security remains a top priority.”

Victor Rocha, Conference Chair of the Indian Gaming Association, expressed his enthusiasm for Cardno’s participation. “We are thrilled to have Andrew Cardno speak at this year’s Mid-Year IGA conference,” said Rocha. “His expertise in AI and data analytics is unparalleled, and his insights on safeguarding data in AI-enabled tribal casinos come at a crucial time for our industry. This is an important topic that impacts the future of gaming, and we are excited to offer our attendees the opportunity to learn from one of the best in the field.”

The Mid-Year IGA conference is a premier event that brings together industry leaders, tribal gaming executives, and technology experts to discuss the latest trends and challenges in the gaming sector. Andrew Cardno’s presentation, on Wednesday September 18th at 9am, is expected to be one of the highlights of the conference, providing attendees with actionable insights into the future of AI in tribal casinos.

The post Andrew Cardno to Speak at Mid-year IGA about Safeguarding Data in AI-Enabled Tribal Casinos appeared first on European Gaming Industry News.

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Clemence Dujardin, MyAffiliates Group CEO, to speak at SBC Lisbon to unveil ‘What is Next for the Gambling Industry’

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MyAffiliates, a leading affiliate tracking software platform in the iGaming market, announces that their Group CEO, Clemence Dujardin, will be a key speaker at the forthcoming SBC Summit in Lisbon this month – providing insightful words on the future of the gaming industry as part of a highly coveted inspirational panel.

In 2023 Clemence Dujardin was recognised by iGB as one of the top 10 most influential women in the iGaming industry. Joining MyAffiliates in 2012, she is today their Group CEO, and highly well regarded across the industry. Her background spanned a number of  industry sectors, including affiliate management and affiliate software technology companies before joining MyAffiliates, based in Malta.

Her exceptional leadership and contributions have been recognised with prestigious awards, including Malta’s Best Gaming Woman Leader of the Year in 2018 and 2019 and CEO Woman Of The Year at SiGMA in 2021. .

Her panel speaker slot at the SBC Summit, Lisbon will take place on the Super Stage – MEO Arena at 11.30-12.15pm on Thursday 26th September. It will answer ‘The Big Question: What is Next for the Gambling industry?’

Clemence will explore the future of sports betting, casinos, and affiliations as the panel will delve into the latest trends shaping the gambling industry. Experts predict significant digital integration and regulatory shifts that will redefine the landscape – and something Clemence will articulate in order to provide invaluable insights into these transformative trends.

Clemence Dujardin, Group CEO at MyAffiliates comments, “With ever tighter regulation, combined with increasingly enhanced digital capabilities, the gambling sector continues to provide exciting opportunities across the industry for business and growth. We’re witnessing this in affiliate marketing for the sector, and have done for some time. I’m thrilled to be joining this inspiring panel at the SBC Summit. Lisbon and look forward to a valuable discussion.”

MyAffiliates is an established affiliate marketing software platform, empowering iGaming operators to combine all of their gaming brands and products under one umbrella affiliate system. It has been in operation since 2007. In April 2024 it was publicly named as the ‘most used affiliate marketing software’ within the gaming industry following StatsDrone research.

As well as Clemence Dujardin, she will be accompanied at SBC Summit, Lisbon throughout by Milan Vucicevic, Head of Sales and Kurt Caruana, Brand Manager, both at MyAffiliates.

The post Clemence Dujardin, MyAffiliates Group CEO, to speak at SBC Lisbon to unveil ‘What is Next for the Gambling Industry’ appeared first on European Gaming Industry News.

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