THE INSTITUTE
The Need
Diverse Representation is Good
for Innovation and Good for Business
Who are today's players?
With well over three billion people playing video games worldwide as of 2020, players of all ages, backgrounds, and perspectives are connected through the shared joy of gaming. Among U.S. and U.K. gamers, Newzoo’s 2022 Gamer Sentiment Study found that 46% are women, 16% are LGBTQIA+, and 31% report having a disability.
However, various studies have revealed a sizable gap between who today’s players are and their reflection on screen.
Not only does a majority of players want more diverse characters and stories, but also it’s estimated that video game companies working toward more inclusive representation …
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Can generate $500M+ incremental monthly revenue.
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Yield an incremental monthly spend of $4.50/player.
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Double their average spending with women.
And while there is a strong business case for representation, gaming scholar Adrienne Shaw cautions that there are limitations in this thinking because it “positions marginalized groups’ representation as contingent upon their consumption of the medium and gives the impression that if no women played games, there would be no case for representing women well or making them protagonists in games.” Instead, Shaw challenges us to view diversity as the “expected norm” to open up the creative possibilities for the entire universe of players.
As every player knows, video games provide spaces for more than just entertainment. They are spaces to explore new ideas and different ways of life, try on alternate identities, solve problems, strategize, and connect with players from all walks of life. The GDI Playbook presents an opportunity to break new ground in terms of authentic and inclusive representation in gaming, helping creators craft new realms where all players have an opportunity to belong.