Nicole Cardoza Nicole Cardoza Nicole Cardoza Nicole Cardoza

Advocate for equitable gaming.

Earlier this month, the state of California sued Activision Blizzard after a two-year investigation confirmed the organization had maintained a toxic workplace environment that’s hostile to women (Polygon). The company, which has created blockbuster games like World of Warcraft, Diablo, and Call of Duty, initially denied allegations, causing tensions to flare with consumers and employees alike. Hundreds of employees walked out to protest the company’s response (The Verge). The details of this particular lawsuit are incendiary but certainly not unique. There’s been a persistent lack of representation and inclusivity in the video game industry since its inception which has influenced how the gaming industry has treated marginalized employees and consumers.


TAKE ACTION


  • Support the work of Games for Change, a nonprofit that empowers game creators and social innovators to drive real-world impact through games and immersive media.

  • Explore a list of accessible games for kids that portray diverse characters and stories.

  • Learn more about the accessibility of video games on the site Can I Play That?


GET EDUCATED


By Nicole Cardoza (she/her)

Earlier this month, the state of California sued Activision Blizzard after a two-year investigation confirmed the organization had maintained a toxic workplace environment that’s hostile to women (Polygon). The company, which has created blockbuster games like World of Warcraft, Diablo, and Call of Duty, initially denied allegations, causing tensions to flare with consumers and employees alike. Hundreds of employees walked out to protest the company’s response (The Verge). The details of this particular lawsuit are incendiary but certainly not unique. There’s been a persistent lack of representation and inclusivity in the video game industry since its inception which has influenced how the gaming industry has treated marginalized employees and consumers.

Toxic workplaces contribute to the lack of representation in video games, both on and off the screen. Approximately 24% of the workforce in the video gaming industry is female (Forbes). 7% of game developers identify as Latinx, and only 2% as Black or African-American (Venture Beat). These racial disparities reflect broader inequities found across the tech industry and similarly affect the diversity reflected in the product (Fortune). It’s not just racial and gender disparities, however. People with disabilities are also woefully underrepresented in the workforce. This is particularly damaging, considering that 92% of people with impairments play video games, and there are more than 33 million gamers with disabilities in the U.S. alone (Venture Beat).

When considering gameplay, 79.2% of lead characters in games are male, over half are white, and just 8.3% of main characters in games are females of non-white ethnicities (Newsweek). Many games portray negative and outdated stereotypes of Middle Eastern people, often reducing characters to mean terrorists and blatantly appropriating language and culture (Axios). Another study notes that Black male characters are virtually always violent, which influences conscious and unconscious bias. One study indicated that players were more likely to correlate Black faces with negative words after playing a violent video game as a Black character than after playing a violent video game as a white character (TechCrunch). Often, efforts towards diversity are prompted by external calls for accountability, like adding darker-skinned representation in the Sims 4 or textured hairstyles to Animal Crossing: New Horizons (Allure).

These allegations need to be addressed, especially as the gaming industry continues to grow. The U.S. video game industry grew 20% over the past year due to the pandemic and is expected to reach $30B in annual revenue by the end of the year (IGC). And video game consumption over-indexes with Black and Latinx youth; in a few years, they’re expected to be the predominant audience (TechCrunch). This audience is also at least 40% women, which shatters old stereotypes of the outdated notion of who “the gamer” is (Forbes). This diverse group of consumers deserve accessibility and to see themselves accurately represented.

Moreover, video games are increasingly creating and cultivating culture. The latest version of Animal Crossing, released last spring on Nintendo Switch, became the virtual destination for weddings, protests, and political campaigning (The Verge). Ariana Grande just went on tour virtually on the game Fortnite (The Verge). And just last week, Netflix announced that they plan to add video games to their streaming content within the next year (Bloomberg). Video games aren’t just a part of culture, they’re defining it as well – and will influence our collective perceptions of race, gender, class, and disabilities.

As consumers, we can’t necessarily change major video game hardware and software from the inside out. But the rise of direct-to-consumer goods and the creator economy does give us an opportunity to support diverse gamers. First, spend more time researching the developers behind the games that you might play right now, and you may be surprised about what you learn. Then, you can search for games created by indie, or independent, game developers on platforms like itch.io. And don’t be shy to advocate for representation within the games that you play! Sometimes, that simple action can make a world of difference.


Key Takeaways


  • 43% of white Americans say that they are “very confident” in their tap water, while only 24% of Black Americans and 19% of Hispanic Americans indicate the same degree of confidence.

  • Corporations are often allowed to bottle and resell municipal tap water at a high mark-up, skirting rules and regulations that disproportionately affect lower-income communities.

  • We need to mobilize around protecting the source of clean water, and center Indigenous communities who steward the land and waters.

Read More