The battle for diversity in video games

Montreal-based Sweet Baby Inc., founded in 2018, advises video game developers on creating diverse and inclusive narratives and characters. One of its most notable projects includes guiding the creation of the Miles Morales. The company aims to improve the video game industry by making games more engaging, enjoyable, and inclusive for everyone. At the same time, accessibility advocate and consultant Steve Saylor in Toronto noted that the video game industry also needs better representation of people with disabilities. His work includes advising game studios on making their games more accessible to players with special needs, including those who are blind or have limited vision like him.
According to Newzoo’s Global Gamer 2023 study, 64 per cent of gamers globally believe diversity in games is essential. This percentage is higher among younger gamers:
- 71 per cent of Gen Alpha (born 2010 or later, aged 10–13)
- 69 per cent of Gen Z (born 1995–2009, aged 14–28)
- 66 per cent of Millennials (born 1981–1994, aged 29–42)
Younger generations prioritize game diversity more than the generations that came before them.
At Fanshawe College, the commitment to diversity in gaming is exemplified by Fanshawe Fuel Esports, led by Fanshawe Student Union (FSU), Esports Coordinator Tyler Hetherington. Hetherington has been a key player in fostering an inclusive environment within the college’s gaming community.
“We focus on our Esports program so that everybody feels accepted, welcomed, or supported. We have players who identify in different ways on all our teams. That will never be why you’re not on a team. And that’s one of the great things about Esports: you become your username or avatar. As some people would say, no matter what gender you identify with, you’re only judged on how you play the game,” Hetherington said.
Rachel “Angelgrime” Billion, a recent graduate of the Game Design program and Fuel Content Creator, echoed this sentiment and highlighted the importance of creating spaces where marginalized groups feel represented.
“At Fuel, we have a lot of women, people of colour, and [2SLGBTQIA+] individuals,” Billion said. “We’re open to everyone. So, on the teams we specifically have this year, a team called Game Changers for Valorant is only for women and non-binary people. So, it’s a way to allow these communities more into this space where they don’t feel welcome. It’s a way to get people more into the scene. Hopefully, we can see that in other games and other stuff.”
Despite the growing recognition of the importance of diversity, the industry still needs to overcome significant challenges. According to the Entertainment Software Association of Canada (ESAC) report in Oct. 2021, 56 per cent of video game companies in Canada still need to develop a program to support Equity, Diversity, and Inclusion (EDI) among their workforce. The workforce is still mainly men, with women only occupying 23 per cent of the total workforce.
“In the early 2000s, girls didn’t play games, but I got lucky in the environment I grew up in because my older brother allowed me to play with his console. And then, as we played it more, I got to get more like my games and stuff. There was more separation between boys and girls when I got older,” Billion said. “That’s when I was in high school, where you could see more people being openly sexist. When I was a kid, I didn’t see that, honestly.”
To tackle this issue, gaming companies must actively promote diversity and inclusion. Successful examples such as the American video game company Riot Games, which has worked to increase the representation of women and minorities in their workforce, demonstrate that achieving positive change is possible and beneficial. In 2022, women comprised 21.5 per cent of the management team and 25.8 per cent of Riot Games overall.
Hetherington also pointed out that underrepresentation in games is not limited to gender.
“It’s a race thing as well. People see a character of a different race and sometimes don’t want to play because of that.”
Representation in video games influences player choices. The Global Gamer Study 2023 revealed that over half of players (57 per cent) avoided certain games because they didn’t feel represented. It means that players prefer games that resonate with them, either from an EDI perspective or more generally.
“Every game could use better representation. But, you know, there are a lot of games that have it. It’s like hyper-representation because they have so many characters. There are games like Valorant, League of Legends, Smash Bros, and stuff with hundreds of characters. So, they make sure they have representation from everywhere,” Hetherington said.
Billion has observed improvements in the industry over time.
“Many of the newer games that are coming out right now that people are really into aren’t female characters sexualized so much. If you see a game like Valorant or Overwatch, it is excellent for being super diverse and having people from characters from all over the world and whatnot. So the issue is there, but it’s improving,” Billion said.