The Gaming Industry's Perception Problem: Why It Matters

The UK gaming sector is the country's most successful creative industry, outpacing TV, film, and music in terms of revenue. However, this success is not reflected in the way the industry is perceived by the general public and politicians. Mainstream media often portrays gaming in a negative light, focusing on stories of addiction and social isolation. Even The Guardian, a publication known for its high-quality journalism, rarely features games on its culture page. The industry's own media channels, such as YouTube, Twitch, and Discord, have helped to create a sense of community among gamers, but this has not translated to wider acceptance. According to a report by Mordor Intelligence, the global gaming market is expected to reach $339.95 billion by 2027, with 3.32 billion players worldwide by 2024, as predicted by Statista. The average gamer is 34 years old, owns a house, and has children, as reported by the Entertainment Software Association (ESA). Despite these positive statistics, the industry faces significant challenges, including a skills crisis, lack of diversity in the workforce, and limited diversity in game content. The UK gaming industry has advertised over 10,000 jobs in the past year, with most roles being at mid to senior level, resulting in spiraling wages and business disruption. Company cultures, including toxicity and crunch, are also major concerns, with anxiety and depression levels among employees being twice as high as the English average, according to the UKIE Census 2022. The industry's growth is being limited by its access to talent, with a lack of flexibility from AAA studios and a focus on knowledge over ability. The UKIE Census 2022 also shows that women represent 30% of the UK workforce, but the gender pay gap reports from games companies indicate women are just 18%. In contrast, 45% of US gamers are women, according to Statista, and 48% of people who play games identify as women, while 29% of gamers are people of color, as reported by the Entertainment Software Association. However, only 6% of women identify as 'gamers' compared to 15% of men, according to Pew Research. Research by the Mental Health Foundation in 2022 found that players felt a sense of guilt or shame based on a perception that society doesn't see their hobby as worthwhile. Surveys suggest that although many UK adults report playing video games, far fewer identify playing games as a hobby due to fear of judgment. The industry's relationship with politicians is also complex, with 39% of MPs thinking that there needs to be more regulation of the video game industry, according to a report by Greenstone Research. Only 2% thought there should be less regulation. The report also highlighted that 56% of references to video games in Parliament in 2020 were negative in sentiment, with only 23% being positive. However, politicians have provided support for the industry, including the UK video games tax relief, the NextGen Skills report, and the transformation of IT into computer programming in schools. The industry could benefit from a public service publisher, a new skills investment fund, access to the apprenticeship levy, and innovation funding for interactive content beyond games. Initiatives such as the V&A Museum's games exhibits, the BBC Gaming Proms, and the work of Jessica Curry, Nigel Twumasi, Jay-Ann Lopez, and Stephanie Ijoma are helping to change the narrative around gaming. Imagine a society where politicians are happy to discuss the games they are playing, and government funding and support come directly to groups that understand the UK games industry. Imagine the Game BAFTAs or the Develop Awards being televised, games review shows on TV and radio, and the CEO of BAFTA or the BFI being from games. Ultimately, the gaming industry has the potential to become so much more than it currently is, but it needs to address its perception problem and work towards a more inclusive and diverse future.