Inside the Push for Equality in the Gaming Industry

Add gaming to the list of male-dominated industries. Despite the exploding popularity of this medium across demographics — according to a Pew Internet and American Life Project and Mills College survey, 97 percent of American teens aged 12 to 17 play video games at least two hours a week — women make up only 13 percent of the employees in the gaming industry. And that includes business positions, not just creative jobs like the coveted role of video game designer. Additionally, women in this industry are paid an average of 25 percent less than men. What gives?

According to Dr. Mary Flanagan, an award-winning game designer, researcher,and professor at Dartmouth College, the underlying problem is that the industry still exudes “a culture of virtual guns, babes and ammo … and spoils what could otherwise be a revolutionary design space for new kinds of thinking, learning and collaboration, if only the industry would diversify.” In short, she writes in Gamasutra (the online version of Game Developer Magazine), the gender disparity is the last thing that the industry wants to “deal with.” She writes, “No one wants to ask development teams to self- censor. What if that hurts creativity? Why deal with this at all? Wouldn’t it be easier to just avoid women altogether?”

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But Flanagan argues that this issue should be “dealt with,” for the betterment of the industry. Not only is it proven that women can design great video games (and other games as well), but in general, Flanagan argues, the industry would benefit from teams that include a variety of opinions and ideas from different demographics.

In fact, gaming was arguably created by a woman, Anne W. Abbott, who designed the first board game published in the U.S. in 1843. Other iconic American games, such as Jenga, Monopoly, Portal, and Centipede, were also created by women. And the Alien Game project has proven that games that are created by women have a broader appeal across genders, which equals greater sales and profits for businesses.

Flanagan is pushing to revolutionize the gaming industry by making it gender equal by 2020. To do that, she says that women in the industry need to speak up and make their presence known. She recommends that these women visit schools or host a panel at a gaming conference to prove to young women and girls that they, too, can become game designers. But the men can also help, by pushing for equality on industry panels and in the workplace. After all, diversity is good for business. “If we add more diverse voices to the video game industry, we will create vastly different games that reflect a diversity of thought and social values,” Flanagan writes. “Bring us different games, those that inspire, teach, entertain and open minds.” And bring in the women.

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Will Mentorship Bring More Diversity to STEM Fields?

We’ve all heard the statistics. Women, by and large, are disproportionately underrepresented in STEM fields. According to recent research from employment website LinkedIn, women make up just 30 percent of the entire workforce in the tech industry. The statistics in engineering are even worse. Only 15 percent of jobs in this high-paying, highly-competitive field are held by women. It’s a familiar story with no simple solutions.

As Fast Company’s Chris Gayomali points out, “The gender imbalance in STEM fields is a deeply rooted structural problem, from the actual hiring process to the education system responsible for churning out the future’s workforce.” But there are ways to ease the imbalance. And one strategy, experts claim, is through mentorship.

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Last week, MentorNet, an organization that has paired more than 32,000 STEM students with mentors in the field over the past 15 years, announced that it was partnering with LinkedIn in order to expand its reach by utilizing their expansive professional social media platform to connect students — called protégés — with STEM professionals. This partnership allows MentorNet to leverage LinkedIn’s network of more than 277 million professional to find mentors who would be interested in the program. (Additionally, LinkedIn is providing MentorNet with a grant that will allow the organization to update its own technology platform to reach even more people.) Currently, Meg Garlinghouse, Head of LinkedIn Good, wrote in a blog post that the protégés greatly outnumber the mentors.

“LinkedIn is this rich profile for education, employment, and where people are in the world,” Mary Fernandez, MentorNet CEO, told Fast Company. “We can combine that with the data for our program, and once you understand the challenges people are facing, once you have this really rich profile, you can begin to match mentors and protégés algorithmically.”

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But good news is often offset with bad. Research shows that while the number of women in STEM degree programs is increasing — the National Science Board’s recent report found that the number is up 21 percent since 1993 —  the number of degree-holders in these areas has actually declined over the past 30 years, from 23 percent in 1984 to fewer than 15 percent today. For its part, MentorNet’s mission of mentorship has proven to work: 92 percent of the program’s protégés have gone on to graduate, according to Fast Company.

Fernandez herself experienced the positive effects of mentorship when she was hired at AT&T Bell Labs while in graduate school at Princeton University. For her, the experience was invaluable. She even attributes it to helping her earn her Ph.D. Now, her mission is to help other young women find the support they need to be successful, which in turn can positively impact the nation’s economy.

“There’s an economic imperative for more diversity,” she said, noting that hiring managers couldn’t ignore a talent pool full of smart, educated women. “Women have to be part of the story. Latinos have to be part of the story. First-generation college attendees have to be part of the story.” And LinkedIn and MentorNet is rewriting it now.

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