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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/

Gaming

4Players and ODIN deliver cutting-edge voice chat for Gray Zone Warfare

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The globally operating software company 4Players GmbH announces its partnership with MADFINGER Games, the developer behind the highly anticipated tactical first-person shooter Gray Zone Warfare. The collaboration aims to level up in-game communication by integrating 4Players’ next generation Voice Chat SDK, ODIN, into MADFINGER Games’ upcoming title.

MADFINGER Games’ goal is to create a complex and realistic gaming experience that allows players to embark on an adventure alone or in a team. To ensure excellent communication during tactical approaches, ODIN was the best choice for MADFINGER Games’ Technical Director Johanny Clerc-Renaud:

“Selecting ODIN as the voice chat in our upcoming title, Gray Zone Warfare, was a pivotal decision driven by both technical and business considerations. Technically, ODIN ticks a lot of our criteria with its support for spatial audio, a ready-to-deploy Unreal Engine 5 plugin and the ability to meet any player load thanks to their cloud hosting.

From a business perspective, the agility and openness of partnering with a company like 4Players meant we could work hand-in-hand to tailor the solution to our specific needs. This includes a seamless integration with Wwise, allowing us to modulate voice data for a more immersive and engaging player experience. Together, these factors made ODIN the undeniable choice for Gray Zone Warfare, enabling us to make our game even more memorable.”

By natively integrating ODIN Voice Chat into Unreal Engine 5, MADFINGER Games’ developers could focus on creating ultra-realistic game content instead of managing complex data sets. By leveraging ODIN’s scalable cloud hosting, MADFINGER Games can also ensure seamless service delivery to players worldwide, improving accessibility and the gaming experience.

With features such as real-time 3D spatial audio – including audio occlusion and ambient effects – for the global voice chat as well as full-volume radio communication, ODIN sets a new standard for multiplayer engagement and promotes immersive and crystal-clear interactions between players. This level of immersive communication not only enhances gameplay, but also strengthens the social fabric in the gaming community.

“ODIN represents the future of in-game communication. We combine cutting-edge technology with decades of expertise in the gaming industry to create a product that is fun and designed to improve gamers’ communication,” says Phillip Schuster, CEO at 4Players GmbH. “We are excited to be working with MADFINGER Games to further optimize the immersion of Gray Zone Warfare. The partnership highlights our shared goal of driving social interaction and creating a unique gaming experience.”With the release of Gray Zone Warfare for Early Access on 30th April 2024, players will experience unparalleled realistic gaming communication with ODIN.

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Gaming

Phoenix Games acquires PopReach Games along with its impressive games portfolio and over 100 employees

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Phoenix Games, a global gaming enterprise specializing in the acquisition and enhancement of game studios, is thrilled to announce the acquisition of PopReach Games, a live operations studio based in Bengaluru, India, from Ionik for a total aggregate purchase price of up to US$9.8 million, financed from cash reserves. Together with the studio, Phoenix takes over a broad portfolio of free-to-play games that boasts more than 420 million lifetime downloads.

This transaction substantially diversifies the Phoenix portfolio by including globally recognized IPs and beloved free-to-play titles on different platforms, such as Smurf’s Village, Smurf’s Magic Match, Gardens of Time, Kitchen Scramble games, Kingdoms of Camelot, and War of Nations as well as the Brain Training app Peak..

The acquisition of PopReach Games India strengthens Phoenix Games’ global presence and adds a dedicated workforce of more than 100 employees from the Indian studio.

“The acquisition of PopReach Games signifies a remarkable enhancement of our portfolio, introducing not just a team of 100 passionate professionals but also a suite of globally acclaimed IPs and games that continue to captivate millions,” states Klaas Kersting, CEO of Phoenix Games. “We look forward to elevating these games to new heights with our proprietary Uplift platform and exciting new game experiences that we can craft around them.

Echoing this sentiment, Jairaj NS, General Manager at PopReach Games India, shares, “I am excited about joining forces with the stellar team at Phoenix Games. This marks the beginning of an exciting journey we can’t wait to embark on with Phoenix as our new home. This is great news for all the stakeholders, especially for the millions of our loyal players across the globe. I am happy we have found a new ideal home for our globally acclaimed games. This partnership enables us to continue pouring our hearts and souls into creating unforgettable experiences for our players worldwide and create value for stakeholders.”

Ted Hastings, CEO of Ionik, adds: “It’s truly remarkable that we’ve discovered the perfect home for our former games division, PopReach Games India, with Phoenix Games, ensuring a promising and successful path ahead. This strategic move enables us to turn our full attention to our core responsibilities”.

Based in Karlsruhe, Germany, Phoenix Games boasts an impressive lineup of studios, including Upright Games, Sixteen Tons Entertainment, Well Played Games, Smileygamer, and the recent addition of Canadian developer Sad Panda Studios in November 2023.

Utilizing its proprietary Uplift platform, Phoenix Games enhances the financial performance and reach of the titles of acquired game studios, providing their expertise in user acquisition, ad monetization, and live operations to ensure an economic upswing.

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Gaming

Midjiwan Supports Reforestation Efforts With New Elyrion Tribe Skin In The Battle Of Polytopia

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Midjiwan, the award-winning independent studio behind The Battle of Polytopia, is celebrating Elyrion (∑∫ỹriȱŋ) Tribe Week with a brand-new Midnight (₼idŋighţ) skin and donations to support reforestation.

Tapping into the Elyrion Tribe’s nature magic abilities, every purchase of an Elyrion item in the game will plant one real-world tree from April 22-28 2024. Midjiwan has teamed up with The Canopy Project, an organisation that works with global partners to reforest areas in urgent need of rehabilitation, combining The Battle Of Polytopia’s themes with a desire to make real change in the world. Previous years of Elyrion Tribe Week have resulted in the planting of over 12,000 trees.

The Elyrion Tribe is a mysterious group of elves, dedicated to defending their woodland home with their unique magic and connection with nature. Players using the Elyrion tribe have the ability to enchant animals into Polytaurs and summon powerful Fire Dragons.

Christian Lövstedt, General Manager at Midjiwan, commented:

“This is a hugely exciting partnership, allowing players to support the planet and contribute to reforestation whilst also accessing brilliant new content to use in The Battle Of Polytopia.”

Alongside donating to The Canopy Project, The Battle Of Polytopia also boasts a brand-new skin for the Elyrion Tribe! The Midnight skin allows players to create graves, build crypts, and summon demons in dark forests, all in service of the mysterious Shard of D’Naeh.

The Midnight skin re-skins the entire Elyrion Tribe as the Midnight Cult. Everything the Elyrion Tribe is all about – nature, enchantment, and sanctuary – is turned on its head, corrupted into a dark, twisted dystopia of itself.

Midjiwan has already invested €250,000 in solar power projects in rural areas around Africa, and other charitable projects. The studio continues to seek opportunities to combine its in-game creativity with real-world benefits. The Battle of Polytopia is available on Nintendo Switch, the App Store, Google Play, PC, and Tesla cars.

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