The Gaming Industry's Perception Problem: Why We Should Care

The UK gaming industry is a behemoth, surpassing the size of the TV, film, and music sectors. However, its success is often overshadowed by a lingering perception problem. Mainstream media outlets frequently portray the industry in a negative light, with sensationalized stories about gaming addiction and violence. Even reputable publications like The Guardian barely acknowledge the industry's existence on their culture pages. Despite this, the industry has built its own media channels, and its global revenue is projected to reach $339.95 billion by 2027. The average gamer is 34 years old, owns a home, and has children. However, beneath the surface, the industry faces significant challenges, including a skills crisis, lack of diversity in the workforce, and a struggle to engage with its audience. In the past year, over 10,000 jobs have been advertised in the UK, with most being mid-to-senior level positions. This recruitment boom has led to skyrocketing wages and significant business disruption. The industry is also grappling with company culture issues, including toxicity and crunch, which have resulted in high levels of anxiety and depression among employees. The lack of diversity in the workforce is a major concern, with women making up only 30% of the UK gaming industry. The gender pay gap is also a significant issue, with women earning 18% less than their male counterparts. Furthermore, the industry's audience is not as comfortable identifying as gamers, with only 6% of women and 15% of men embracing the label. Research has shown that gamers often feel guilty or ashamed about their hobby, perceiving it as unproductive or a waste of time. This stigma is perpetuated by societal attitudes and mainstream media portrayals. Politicians, too, have a complex relationship with the gaming industry, with 39% of MPs believing that the industry needs more regulation. Despite these challenges, the industry has made significant strides in recent years, including the introduction of programming in school curricula and the creation of industry-written qualifications for further education. However, more needs to be done to address the industry's perception problem and to create a more inclusive and diverse environment. The potential of interactive content is vast, with opportunities to transform industries such as comedy, politics, music, and education. However, this will require significant investment and support from government and industry stakeholders. Imagine a world where politicians proudly discuss their gaming habits, where gaming is recognized as a legitimate and valuable industry, and where gamers are not stigmatized for their hobby. Initiatives such as the V&A Museum's gaming exhibits, the BBC Gaming Proms, and the work of Jessica Curry and Nigel Twumasi are helping to change the narrative around gaming. However, more needs to be done to create a society where gaming is accepted and celebrated. The industry must work together to address its perception problem, to create a more inclusive and diverse environment, and to unlock the full potential of interactive content.