Difference between revisions of "Industry Diversity"

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== General Data ==
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*The International Game Developer's Association (IGDA) includes some diversity-related information in the results of its annual [https://igda.org/dss/ Developer Satisfaction Survey], however while findings are taken across the global sector, they are also heavily weighted towards the US industry and may not give a truly representative picture.
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== 2020 Stats ==
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=== UK Industry ===
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* 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]]'''.
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== 2019 Stats ==
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=== UK Industry ===
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*The UK Screen Alliance has published [https://www.ukscreenalliance.co.uk/news/uk-screen-alliance-releases-ground-breaking-industry-diversity-&-inclusion-report/ a major new report] into inclusion and diversity in the UK’s VFX, animation and post-production sectors. ([https://www.ukscreenalliance.co.uk/news/uk-screen-alliance-releases-ground-breaking-industry-diversity-&-inclusion-report/ UK Screen Alliance], Sep 2019)
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== 2016 Stats ==
 
== 2016 Stats ==
  
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=== UK Industry ===
 
=== 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. ([http://ukie.org.uk/news/2015/05/creative-skillset-workforce-survey-breakdown Creative Skillset, May 2015)
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*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. ([http://ukie.org.uk/news/2015/05/creative-skillset-workforce-survey-breakdown Creative Skillset], May 2015)
  
 
*45% of women in the industry feel that their gender is a limiting factor in their career progression. ([http://www.gamesindustry.biz/articles/2015-01-13-survey-45-percent-of-the-uk-industrys-women-feel-gender-is-a-barrier Next Gen Skills Academy], Jan 2015)
 
*45% of women in the industry feel that their gender is a limiting factor in their career progression. ([http://www.gamesindustry.biz/articles/2015-01-13-survey-45-percent-of-the-uk-industrys-women-feel-gender-is-a-barrier Next Gen Skills Academy], Jan 2015)

Latest revision as of 09:00, 18 September 2020

General Data

  • The International Game Developer's Association (IGDA) includes some diversity-related information in the results of its annual Developer Satisfaction Survey, however while findings are taken across the global sector, they are also heavily weighted towards the US industry and may not give a truly representative picture.

2020 Stats

UK Industry

2019 Stats

UK Industry

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)