Inclusivity in Games: a Critical Reflection Toolkit

Nicola Osborne, Caitlin McDonald, Joshua Smythe (Illustrator)

Research output: Other contribution

Abstract

More inclusivity and diversity in the games industry - whether supporting greater diversity and inclusion in the games industry workforce, designing for diverse audiences, or showing a wider spectrum of representation in games in terms of e.g. gender, ability, sexuality, religion, class, race, etc. – offers significant benefits both for the industry and society. However the games industry often struggles to ensure it is an inclusive place to work and, in mainstream games in particular, diverse audience needs are not often met, and representation of diverse people and stories can be limited. Hindering creativity and innovation in a flourishing sector that drives both business and cultural development.

This self-reflection toolkit, created for the ekip project and the Inclusive Gaming Open Innovation Factory (online, 20th March 2025), offers some key questions and resources to support you to reflect on your own approach to equality, diversity and inclusion. This includes thinking about how you can create games that are more accessible and inclusive of diverse players, to nurture an inclusive culture in your own workplace or practice, and how to reflect on the representation of diverse people and experiences in your games.
Original languageEnglish
TypeSelf reflection toolkit
Media of outputPDF toolkit/workbook
Publisherekip
Number of pages19
DOIs
Publication statusPublished - 20 Mar 2025

Keywords / Materials (for Non-textual outputs)

  • games industry
  • equality diversity and inclusion
  • inclusive gaming
  • inclusive practices
  • creative industries

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