There is no doubt that this is excellent news, but if you look at the numbers, there is still a long way to go, so that the number of men and women who work in the gaming industry, and their partnership is a match.
As you have explained it The Guardian in a the story has recently to be published, there is still a huge gap between the number of female gamers, and the number of them who work within the industry. In 2014, with 52% of gamers are women, but if you look at the number of women with the world of the play, we see that, by 2019, only accounted for 28% in the Uk and 24% in the world.
In Espaa, the numbers are similar. According to a study by the The Interactive Software Federation of Europe (ISFE)in 2019, 41 percent of the public espaoles women. This number stands in stark contrast to the percentage of women who work in the industry: only 16 per cent in 2018, according to a White paper from the BIN. Associations, such as the Women in video Games they try to give visibility to women who work in the industry, but the numbers still leave a lot to be desired.
It is clear that this gap will be determined in large part by the visin as masculinizada that exists in the world of the game, the tecnologa, in general). Most of the women do not see the identify with the video game or the promos that are the same. In addition to this, a lot of them have to suffer the comments of sexist and / or abuse when playing online, if they find the wages are very different from those of its compaeros, or even look at to be underestimated by your gnero.
All of this down time to think about building a career within the industry…and that is what is the difference numrica had already begun in the Universities, where the histricamente the number of male students was higher than that of females in the titles related with the design and development of video games. In accordance with the estadsticas is collected by the Higher Education Statistics Agency’s data, about 88% of the students enrolled in the classes/teach a class about video games were the promocin 2017-18.
So, that is, a priori, it may not seem like a lot to those women who, if asked, it can lead students to the well-known “sndrome’s a liar”. Kate Killick, senior designer at Mojiworks, education & atil game design at the University of South Wales. To her, the a priori, it is not intended that you would come to on a personal level, the fact that it is 25 men in their course, and only four or five women. The bottom line is that Killick sits down on the long out-of-place, and this will decrease your motivacin.
However, it was not all bad news. Following the study of the HESAthe percentage of women who were enrolled in a career related to the design and development of computer games has been growing considerably in the Uk in 2014 was 7%, while in the 2017-18 accounted for 11.5 per cent. In a period of slow growth, but it is important. Universities such as the London College of Communication (LCC) or the University for the Creative Arts (UCA) are also now in the courses related to it, have almost the same number of women than men among the students.
Many of these centres are to provide for the diversity of students in the courses of the branches, and many people are trying to focus on the race”, as a discipline, artstica, not as something merely to exchange”. All told, The Guardian, Mariza Dima, lecturer at Brunel University.
The president of the LCC, But Anderson assures you, not only do you need a educacin, that will open the door to your future, students also need the mirrors to be reflected back into the field. “Without them, it can be a challenge if you feel inspired, and even if they believe they can have success.” In connection to this, in the university, annually organizes the “Women in Games” to a conference in europe, which no doubt led to a lot of the female students. In other centers, such as Brunel University, the UCA, or University of Southampton will also include keynote speakers and invited guests of renown over the course of his academic subjects which will help students to see how they can fit into the industry.
It is clear that the issue of diversity may not be at the sole discretion of the university. The director of titles related to video games, from the universidad católica argentina, Andy Bossom, ” it’s okay; “It’s good to see that companies are involved in the reasons for achieving diversity and to support the educacin superior. This can be done either by offering prcticas, paving projects and / or events in order to reward the talent of emerging.
Another important issue is also the need to have clear some concepts from an early age. Just as it says Killick, “the school should be aware of the opportunities that it offers to the industry of video games. There is a muchsimos different posts, compaas, gneros, and the different platforms on which you can work with.” The desinformacin for a lot of parents and teachers, enseanza, elementary, often times, goes by I do not know that video games can be a careers fair. This is something that you need to change the basis of our educacin.
“In a society in which everyone plays video games,” says Killick – not east of the ms, which is the industry that reflects the diversity of the audience.” Have to wait still for a long time to see how they wan turn to follow, but the most important one being that we achieve, in the end, equal footing.