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Interactive Promotes Women in Games Development

Interactive Promotes Women in Games Development

Developing video games is increasingly being seen an exciting and rewarding career for women. Whether you come from an artistic, technical, creative, marketing or managerial background there are jobs in the games industry to suit you, offering interesting career progression and a stimulating and passionate work environment.

Traditionally a male dominated industry, game development is increasingly diverse with many companies now actively seeking to balance the gender ratio on development teams. In fact a panel at GDC 2009 concluded that it is more critical than ever for women to get into games. Consoles such as the Wii and DS have massively increased the numbers of women playing games and many games are now targeted specifically at women, with the developers looking to include more women on the teams making the games to help introduce a female perspective to the development process and increase the appeal of these games to women.

In addition to opportunities to work on more female friendly games there are now far fewer barriers to women wanting to work on the more traditional FPS's, RTS's and RPGs and less stigma attached to those that do. A shining example came recently with 'Portal', Valve's innovative puzzler that won Game of the Year at GDC 2008 which was conceived and designed by Kim Swift, a woman, but was far from being a 'girl's game'.

Most employers will look for a passion for games when recruiting and obviously the skills to do the job but are gender neutral and the traditional view of dev teams as sexist enclaves of pepsi swilling and pizza obsessed men is usually very out of date. Many companies are actively seeking to move away from the unhealthy bedroom coder image by offering free gym membership, regularly restocked fruit bowls and even paid overtime.

Interactive Selection is actively seeking to promote the role of women in the games industry. We work with the top studios worldwide and have recently placed women in senior Art, Animation, PR, Marketing, Sales and Production jobs in countries such as UK, Canada, Iceland and Germany. We will help you manage your career, whether you are looking to start out in the games industry or find your next job. While previous games industry experience will always be beneficial, if you have equivalent experience from outside the industry but have a passion for games then Interactive Selection can help you take the next step in your career.

"We know that the numbers of women in the games industry are frustratingly low," comments David Smith, MD of Interactive Selection "It's a failing of the games industry as a whole - not just on a social level but on a business level. But whatever the cause, I want to do more to help women work and progress their careers in the games sector. The industry welcomes - and would like to see more - women recruits to both help develop games and take on business-focused roles. While it's not possible to overtly advertise for guys or girls, the message I get is, if they have two candidates of equal ability, they'd probably hire the women."

Over the coming weeks and months we will be talking to some of the games industry's top women and men from HR, Production, Design and other disciplines about the role of women in the games industry and what they look for in an employee so keep checking back here for updates.

 

Women in Games Jobs Blog

Over 5000 join the Women in Games Professional Network. Join us today!

Mon, 02 Jan 2017

LinkedInJoin over 5000 women and allies of women in games in the professional network for women in video, mobile, online games & eSports. If you work or want to work in the games or esports sector and you are a member of LinkedIn, you can now get together with others who share the same interests. It’s free. Don’t miss out on the inside track.

Please link through to https://www.linkedin.com/groups/Women-in-Games-WIGJ-2739553/about. Start a discussion, share news! Just join the group and start networking. Good luck.

Io-Interactive, Paradox, Techland and Wooga become Women in Games Corporate Ambassadors

Mon, 12 Sep 2016

Wooga Paradox and Io Corporate Ambassadors with WIGJ

Women in Games, the not for profit, games industry diversity organisation, today announced the names of the first companies to be appointed as Corporate Ambassadors.

Women in Games is recruiting a number of Corporate as well as individual Ambassadors to support the growth of the Women in Games organisation, to help the organisation increase the reach and scale of its programmes and help it achieve the strategic goal of doubling the number of women in games over 10 years

Ambassadors will reach out to women in all cities and regions of the UK and Europe and grow the Women in Games network. They will reach out to young women at school and university to encourage them to consider the games industry as a career. They will also reach out to regional leaders and governments to form corporate partnerships and long term strategic relationships.

Corporate Ambassadors are leading games companies in Europe with a professional standing in their country and a commitment to engage and promote more diversity.

The first 4, founding corporate Ambassadors are:
Io-Interactive from Copenhagen, Denmark
Paradox Interactive from Stockholm, Sweden
Techland from Wroclaw and Warsaw, Poland
Wooga from Berlin, Germany

At last week’s European Women in Games Conference representative from the four companies were invited on stage to introduce their companies. Pictured with David Smith from Women in Games from left to right are Henriette Lønn Jenssen, Junior Sound Designer and Sidsel Marie Hermansen, Game Designer from IO Interactive, John Hargelid, CIO from Paradox Interactive and Marie-Blanche Stossinger from Wooga. Also present but not pictured was Paulina Basta, Head of HR from Techland.

“I am convinced that only the most diverse team can deliver the best possible product for our global audience”, commented Jens Begemann, founder & CEO, Wooga. “We’re honoured to serve as a corporate ambassador for Women in Games and are looking forward to supporting the many extremely talented women we already have in our industry as well as showcasing the games industry as an excellent career option for girls and young women.”

Nikola Nielsen, HR Manager at Io-Interactive commented: “We are delighted to be able to support Women in Games and help promote diversity in our wonderful industry to the next generation of game creators. This is a great initiative and one we are very passionate about.”

Fredrik Wester, CEO of Paradox Interactive said “Our philosophy is that by bringing people with different backgrounds, competences, experiences and ideas together, we will continue to grow as a successful industry. An industry that today is present in every aspect of society.”

Paulina Basta, Head of HR at Techland commented: “Techland is very proud to be a part of this Women in Games initiative. Diversity and inclusion topics are very close to our hearts and we are eager to promote the idea in our company and our part of the world.”

David Smith, Founder of Women in Games, said: “Women in Games is delighted to partner with these 4 Founding Corporate Ambassadors. We look forward to working with these companies to further diversity across Europe in the months and years ahead.”

Creative Skillsets Employment Census 2015 for games and other Creative Media sectors now published

Sat, 23 Apr 2016

creative skillset
Did you complete Creative Skillset Employment Census for games and all other Creative Media sectors launched in September of last year ? 657 employers or organisations did.

We know this as the results have now been published on the Creative Skillset website without any fanfare at http://creativeskillset.org/about_us/research/creative_skillset_employment_survey_2015

The finding are remarkable and critical to all bodies interested in employment and the makeup of the Creative Media sectors. No press release has been issued by Sector Skills Council, Creative Skillset to signal that the numbers are in the public domain. But we should be grateful that the numbers have been crunched and made available on their web site. Creative Skillset has been publishing these surveys since at least 2006. They are to be commended for working on this survey every 3 years to bring to the UK the results that are so important in understanding how industries are growing and creating wealth with analysis on the representation of women and Black Asian and Minority Ethnic (BAME) talent, the workforce by region and freelance employment status. Most European counties do not collect this data at national level and are unable to formulate and measure the effects of policy impacting at sector level.

Women in Games has reproduced below 2 tables from the Survey and has commented on possible headlines in the 2015 data. In understanding the data, there are some health warning on comparative data because of a change in methodology and weighting compared to previous Employment Censuses. To underline this, what started out as the regular 3 year Employment ‘Census’ when launched in the autumn of last year has now been renamed the 2015 Employment ‘Survey’. The Key Findings published by Creative Skillset have included comparable figures from the 2 previous surveys for reference so we will be including and commenting on trend data. Often this is the most interesting analysis. The 2015 will be the most reliable data ever published as it is clear that more and more effort has been put into tying the numbers down. Only 371 organisation responded to the 2012 Census in comparison. Just bear in mind that the data in previous years – which was thought to be the best data available at the time – will not be quite as robust.

Headlines

Extracts from 2015 Employment Survey for Creative Media Industries from Creative Skillset published March 2016.
Sector Total Employment Women % Women Employment~
2009* 2012* 2015 2009* 2012* 2015 2009 2012 2015
TV – Terrestrial 15750 16650 19350 48% 49% 50% 7600 8200 9700
TV – Cable/Satellite 12700 12300 12000 36% 33% 32% 4600 4100 3800
TV – Independent 21700 21650 27300 38% 48% 47% 8200 10400 12800
Total TV 50,150 50,600 58,650 40.7% 44.9% 44.8% 20400 22700 26300
Radio 19900 13500 13550 47% 47% 46% 9400 6300 6200
Post Production 7450 8900 8650 12% 31% 24% 900 2800 2100
Film – Production N/A N/A 14600 34% 5000
Film – Sales 1200 1200 6100 41% 51% 48% 500 600 2900
Film – Exhibition 17650 17700 17450 43% 46% 48% 7600 8100 8400
Total Film 18850 18900 38150 42.7% 8100 8700 16300
Animation 4300 4600 7750 19% 40% 30% 800 1800 2300
VFX 6900 5300 10000 28% 19% 26% 1900 1000 2600
Games 7000 5500 10300 6% 14% 19% 400 800 2000
Total 114,550 107300 147050 39.3% 41900 44100 57800
* 2015 Survey data was collected and analysed differently so previous years included for reference.
~ Rounded to nearest 100
Sector Total Employment BAME % BAME % BAME % BAME Employment~
2009* 2012* 2015 2009* 2012* 2015 2009 2012 2015
TV – Terrestrial 15750 16650 19350 9.3% 9.5% 9% 1500 1600 1700
TV – Cable/Satellite 12700 12300 12000 12.3% 9.5% 13% 1600 1200 1600
TV – Independent 21700 21650 27300 7.0% 5.0% 7% 1500 1100 1900
Total TV 50,150 50,600 58,650 9.2% 7.7% 8.9% 4600 3900 5200
Radio 19900 13500 13550 7.9% 8.1% 9% 1600 1100 1200
Post Production 7450 8900 8650 5.5% 6.0% 5% 400 500 400
Film – Production N/A N/A 14600 3% 400
Film – Sales 1200 1200 6100 6.9% 3.4% 8% 100 0 500
Film – Exhibition 17650 17700 17450 4.5% 4.5% 4% 800 800 700
Total Film 18850 18900 38150 4.2% 900 800 1600
Animation 4300 4600 7750 2.2% 3.5% 3% 100 200 200
VFX 6900 5300 10000 8.2% 1.0% 7% 600 100 700
Games 7000 5500 10300 3.0% 5.0% 4% 200 300 400
Total 114,550 107300 147050 6.6% 8400 6900 9700
* 2015 Survey data was collected and analysed differently so previous years included for reference.
~ Rounded to nearest 100

 

In the original report there is additional analysis that looks at the proportion of women and BAME groups in the strategic management or executive teams in the 7 Creative Media sectors. We have not reproduced these here as it looks misleading, certainly for the games sector and possibly for most groups. The numbers are statistically correct reflecting the responses for this particular survey question. What does not look to have been taken into account is the large number of respondents who have skipped the question on the grounds of it being difficult or even too embarrassing to answer. If those skipping the question had all answered nil, the average would have come down significantly. It is just not our experience that almost 3 in 10 of every games team at executive level are women.

 

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