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SUMMARY ✎
The project aims to increase diversity (including gender, ethnicity, sexuality and function) in the computer games industry so that the industry becomes more inclusive, reflective and innovative, and people feel more comfortable playing and developing more types of computer games. It is a long-term project divided into three steps:
- analyses of conditions, obstacles and opportunities for diversity in the games industry;
- analyses of game development processes from a diversity perspective;
- analyses of game companies’ work environments, including recruitment processes, from a diversity perspective.
Though the project works on local, regional and national levels, it is quickly reaching the international level due to the global nature of the computer games industry.
SCALE ✎
LANGUAGE ✎
COUNTRY ✎
The project has promoted the inclusion of diverse research topics, portfolios and perspectives: Firstly, by considering the entire game sector and collaborating with representatives from that sector; secondly, by working in an interdisciplinary manner and using a ‘practice analysis’ research method that operates on micro, meso and macro levels.
This project distinguishes itself from others with the scale at which collaboration within the whole innovation system in a specific sector has been implemented (game companies, game education institutes, gaming communities). A central goal is diversity, at all levels, and also all aspects of diversity.
STAGE ✎
OUTCOMES ✎
LESSONS ✎
- Praxikon
- Swedish Games Industry
CONTACT ✎
Praxikon
Stockholm, Sweden
[email protected]