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GDC 2024 begins with keynote on diversity and inclusivity

Old habits die hard in the business of game development, and industry figureheads are making a point of calling for more inclusivity at this year’s conference and beyond.

The annual Game Development Conference kicked off yesterday, and thousands will be attending to partake in the week’s round-tables, lectures, tutorials, and award shows.

Setting the tone for the rest of the expo, the keynote for 2024 opened with a session about fostering inclusivity and diversity across all areas of the gaming industry. It’s time to finally address that big elephant in the room.

The quartet spoke honestly about the homogeneous culture within game development which has been allowed to snowball for years, culminating in a lack of diversity, fresh perspectives, and relatable gaming experiences – globally speaking.

‘We spent so long in this industry doing everything the same way and people are like: “Well, we did it like this once and then it made lots of money so let’s keep doing it”’, explained Kayla Mansell.

Hosted by Gamesight’s head of creator programs Jennifer Zall, the panel featured Capcom’s brand marketing manager Jaclyn Simmons and social media manager Andy Wong, as well as Lilith Games brand marketing manager Kayla Mansell.

You can see where she’s coming from. Given millions of dollars are invested in creating increasingly ambitious AAA experiences year on year, a publisher’s default is to fall back on familiarity to ensure they can get bang for their buck.

Weighing in on the subject, Andy Wong revealed that company executives demand to see how diversity initiatives will improve sales and growth before even considering department changes.

He stated that it’s up to marketers like him to carry the torch and do the convincing. Thankfully, data compiled from several studies suggests that diversity is very good for business, as well as obviously being the righteous thing to strive for.

While a desire for more inclusive representation will continue to be pushed in 2024 – for both workforces and gaming experiences themselves – Simmons asserts that tokenism is something which must be avoided at all costs. Purpose-driven change is essential.

‘To me [tokenism] means while the effort is there, if there’s no solid foundation, if there are no goals, if there’s no [good] intention behind it, or even thought leaders that can help establish those goals, then you’re kind of just building the community just to build it rather than building something well thought out and intentioned,’ she said.

In laymen’s terms, you need creative input at all levels from the people you’re trying to represent. If a product is of subpar quality, misses the mark culturally, or spreads a lazy stereotypical sentiment, people belonging to these communities will twig the fact very quickly.

‘When we’re planning our marketing campaigns and for influencer marketing especially, I’m really huge about ensuring that there’s representation not only in the game, but how we market it,’ Mansell added. ‘It’s very, very important.’

If 2024 is to be a big year in this regard, there will have to be a fundamental review of the industry in it’s current state. Women make up only 24% of the gaming workforce despite a near 50-50 male/female split among the global player base, and a meagre 10% are BAME.

Like so many other industries, gaming is predominantly controlled by straight white men, and that is why the vast majority of stories and playable characters fit this same mould.

With the world’s eyes on the GDC 2024, hopefully this message can be emphasised for the remainder of the week. It’s time to foster a richer narrative tapestry where more communities can feel represented and broader audiences can be reached.

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