The Diversity Pledge
A global gaming audience demands diverse companies, content, and perspectives
Today’s gamers come from all walks of life. Offering the richest possible experiences to all players is a challenge in the gaming industry, but also an exciting opportunity. And today these goals are more pressing than ever:
30%
of all gaming developers identify as female, of which only 4% are black 1
47%
of gamers aged 10 to 65 say they don’t play games they feel aren’t made for them 2
79%
of main characters in games are male
(among 93 games analyzed that were released between 2017 - 2021)3
Fostering diverse and inclusive teams and embracing diverse practices has always been the right thing to do. However, now more than ever, there is a solid business case to get diversity, equity and inclusion (DEI) right or risk losing the unique opportunities that it affords businesses.
A diverse and inclusive workforce can be advantageous for companies — making them more innovative, more profitable and more likely to retain and attract talented employees. A survey found a correlation between diversity and innovation and profit, with companies with above-average diversity in leadership teams seeing an increase in innovation by 19%, while diversity-driven companies saw a 14% higher share of revenue from new products. 4
Our diversity building blocks
Partner Pledges
Designing for inclusivity
means creating games that embrace a broad range of people, places, and perspectives
Developer storiesAdvocating for everyone
earns deeper bonds with today's multi-cultural gaming community
Developer storiesNow it's your turn
people have shown their support so far.
Let's make it
.
RESOURCE
How top game companies innovate and grow globally through diversity, equity, and inclusion
RESOURCE
Diversity, Equity & Inclusion in Games: Gamers Want Less Toxicity in Games and Want Publishers to Take a Stance
RESOURCE
Google Global Insights Diversity Equity & Inclusion Report 2023
Hiring for diversity
Hear from MobilityWare on how they focus on creating games for underserved players, and match the focus on their diverse audience with a focus on a diverse workforce.
Our Community speaks
At Agate, we welcome talented crews regardless of their personal identities and backgrounds. We have people of various ethnicities from all over Indonesia working together, which empowers us to introduce game characters in all different shades of color. We also introduced a company policy offering period leave for our female employees, which is rarely implemented in Indonesia -- to attract a diverse candidate pool. Echoing our motto, \'Live the Fun Way,\' we want our games to color the world, and make it a happier place for all to live in.
Aditia Dwiperdana, Chief Studio Officer, Agate International
Player & Employee Diversity is more than just a checkbox for Blitz. It extends down to the core of what we do and the values that guide us. Creating a safe and accessible environment for anyone to improve around the world has allowed us to successfully operate in 230 countries.
Adil Virani, Co-Founder, Blitz, Inc.
At Homa, we believe that true diversity is key to good technology. This is because we believe real growth is the result of genuine diversity -- the widest possible range of nationalities, backgrounds, skill sets, and experiences – working toward a single objective. If you’ve got the smarts, the energy and the motivation, there are no barriers to keep you from going far here.\n\n We believe that diversity improves employees’ well-being and happiness; that it boosts creativity and innovation, in every aspect of our business; that it helps to attract, develop and retain great talent that can thrive and do their best work at Homa; that it empowers relatable mobile games, and enables our expansion into new and increasingly diverse markets.\n\nThis year, we\'ve partnered with Google to support diversity and inclusion in the gaming industry -- to empower the next generation and offer inspiration and opportunities to female students in the gaming industry.
Daniel Nathan, Founder & CEO, Homa
Unity’s Global Inclusion team works alongside leadership and the entire organization to build strong, diverse, and inclusive teams. In the past few years, we\'ve accelerated this critical work to include establishing nine global Employee Resource Groups (ERGs), developing and delivering training such as anti-racism leadership training, inclusion training for all employees, and training to mitigate bias for for recruiters and hiring managers in candidate outreach and interviews, establishing an inclusion workshop for new hire onboarding, and much more. We’re proud to share the details of this work in our latest ESG report.
Tai Wingfield, Global Inclusion Lead, Unity
Designing for inclusivity
Supercell recognizes the importance of creating games representative of all players, and is working on incorporating DEI in legacy games, to include protagonists that represent a wide range of values and introduce new cards to rosters of live games like Royale.
Our Community speaks
At Arkadium, we believe that differing points of view leads to superior outcomes. We strive for diversity in the games we create -- this includes games that are accessible to all adults and player avatars that represent diverse ages, races, abilities, and genders.
Jessica Rovello, Executive Chair and Co-founder, Arkadium
Diversity and inclusion is a cultural imprint in Mattel163\'s games. From UNO! Mobile to Phase 10 Mobile to Skip-Bo Mobile, we\'ve brought more than 300 million players together through innovative gameplay that transcends gender, culture, and age. Our in-game events are designed to appeal to a broad range of interests and celebrate cultures from all over the world. At Mattel163, we make sure every innovation starts with inclusion.
Amy Huang, CEO of Mattel163
At Neowiz, we strive to provide uniquely inclusive game experiences by forming and growing a development team that welcomes ongoing constructive feedback and deeply understands various games, and among them, female-oriented games. <Guitar Girl> and <Oh My ANNE> are particularly differentiated from games of similar genres by their focus on stories, characters, and emotional art that female users can relate to, such as <Guitar Girl>’s chatting story and <Oh My ANNE>’s story cutscene. We''ll continue to challenge ourselves to develop games that the greatest possible variety of users can enjoy.
Oh Wonshik, PD, NEOWIZ
At Rovio, we believe in creating content that provides a safe and welcoming space for our gaming audience. To that end, we published the first version of our Games & Marketing Content Guidelines, which is accessible to all 500+ employees, as a playbook on inclusive game design and marketing. This document will be renewed regularly, so we can continue to deliver high-value experiences to our players in our rapidly changing industry.
Heini Kaihu, Chief Sustainability Officer, Rovio Entertainment Corporation
Advocating for everyone
Hear from Archosaur on their their DEI initiatives, their personal experience in the industry, and how their company focuses on building and supporting a diverse gamer community.
Our Community speaks
At Matchingham Games we believe diversity is one of the major elements that helped us create innovative games that reach hundreds of millions of players worldwide. We embrace diversity and inclusion not just in our company culture, but also during our design, production, LiveOps, and even marketing processes. It has been essential to our ability to publish more than 20 successful mobile titles and well-known brands in less than three years.
Fatih Haltas, CEO, Matchingham Games
At Octro, DEI has become the fabric of our organization. Being a leader in the gaming industry, we believe it is important that our games resonate well with different spheres of races, gender, and culture. To ensure DEI remains a guidepost for all our actions, we\'ve created a diverse panel which did an in-depth analysis of the functions of different Octro departments. This helped us identify the departments such as Creative Design and Product Management that have a greater impact on our customers, along with along with their key actions and work tasks. We then developed a metric to tailor our game offerings to a more diverse audience.\n\nWe\'ve learned a lot from this initiative. Most importantly, it has helped us understand the daily routines of different personas so we can make sure that our games fit into the lives of people, rather than the other way around. As a result, we\'ve improvised our game’s creative assets, tournament timings, playing habits, and overall aesthetics -- all of which now represent a broader and more universal user base.
Vikram Gupta, Head of Products, Octro
We used to have quite a few games that catered to a male audience, with male protagonists and male-oriented gameplay themes, not to mention all-male design teams. This year, we\'ve made a point of looking into DEI, in both our company and our latest games. We\'re doing our best to make sure we have a mix of ethnicities and genders in our design and marketing teams. Extending equal opportunities to everyone in turn shaped the games that we created and published.\n\nWe understand that our portfolio of earlier merge games had a large percentage of female players even though their themes were less female-oriented. We recently launched Merge Restaurant, a more casual game that all genders and age groups could enjoy.
Vincent Low, CEO, Potato Play