Difference between revisions of "Industry Diversity"
(→UK Industry) |
|||
Line 1: | Line 1: | ||
== 2020 Stats == | == 2020 Stats == | ||
− | == UK Industry == | + | === UK Industry === |
− | * In February 2020, Ukie and the University of Sheffield released the | + | * In February 2020, Ukie and the University of Sheffield released the '''[[UK Games Industry Census 2020]]''', a comprehensive analysis of diversity in the UK games industry workforce. Full details of this report are available on their own Ukiepedia page: '''[[UK Games Industry Census 2020]]''' |
== 2019 Stats == | == 2019 Stats == |
Revision as of 17:57, 17 March 2020
Contents
2020 Stats
UK Industry
- In February 2020, Ukie and the University of Sheffield released the UK Games Industry Census 2020, a comprehensive analysis of diversity in the UK games industry workforce. Full details of this report are available on their own Ukiepedia page: UK Games Industry Census 2020
2019 Stats
UK Industry
- The UK Screen Alliance has published a major new report into inclusion and diversity in the UK’s VFX, animation and post-production sectors. (UK Screen Alliance, Sep 2019)
2016 Stats
UK Industry
- 19% of the industry workforce is female, compared to the UK average of 45%
- Women tend to be under-represented in more technical roles, such as technical development (9%), in audio, sound and music (7%) and in creative development (5%).
- Women tend to be better represented in more business-oriented roles, such as legal (56%), business management (36%) and distribution, sales and marketing (31%).
- In the strategic management roles, women are represented more (27%) than the industry average but still less than the average across the UK workforce. (Creative Skillset, Apr 2016)
- 4% of the industry workforce is from BAME groups, lower than the UK average (10%) and much lower than the London average (35%). Considering the industry’s concentration in London (37%), this highlights the underrepresentation of these groups.
- Representation for BAME groups is low in art and design (2%), animation (2%) technical development (2%) and production (2%) and is reported at 0% for content development roles.
- BAME groups tend to be represented better in legal roles (11%) and in strategic management positions (13%), both above the UK average but still below the London average for these groups. (Creative Skillset, Apr 2016)
Global Industry
2015 Stats
UK Industry
- The games workforce has the youngest profile in the creative media industry: 68% are below 35 years old, compared to 48% in the overall creative media industry or 35% of the UK working population. The age profile of women working in games is even younger, with 79% being under 35 years old. (Creative Skillset, May 2015)
- 45% of women in the industry feel that their gender is a limiting factor in their career progression. (Next Gen Skills Academy, Jan 2015)
- 33% of women experienced direct harassment or bullying because of their gender. (Next Gen Skills Academy, Jan 2015)
- 84% women believe good practices are in place to ensure equal treatment of men and women. (Next Gen Skills Academy, Jan 2015)
- 94% women feel more is needed to help women establish their personal brands and find their voice in industry. (Next Gen Skills Academy, Jan 2015)
Global Industry
2014 Stats
UK Industry
Global Industry
- Internationally, 22% of workforce in development is female. (IGDA Infographic, June 2014)