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UKIE人口普查报告称,英国游戏产业中有31%的玩家患有抑郁症或焦虑症 |出海英国游戏岛群第96期

2020-02-27 17:30:11

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英国游戏行业贸易协会UKIE进行了有史以来最大规模的英国游戏工作者普查,突出显示了英国游戏行业的一些人口统计,不平等和挣扎状况。

 

在英国游戏产业中,有3,208名工作人员对此普查作出了回应,其中包括开发人员,艺术家,音乐家以及在业务管理,IT和市场营销等领域的幕后工作人员。 它涵盖了从CEO到自由职业者的每个人,但不包括游戏媒体行业,这意味着媒体和有影响力的人都没有参与。

 

从人口普查中得出的最惊人的结果是,与全国平均水平相比,游戏行业遭受抑郁,焦虑或两者兼有的人数几乎翻倍。 根据UKIE的调查,有31%的受访者透露了他们的心理健康问题,其中初级和中级工人以及小型公司的CEO都比其他人报告更多。

 

特别是,作家最有可能报告焦虑,而质量保证工作人员最有可能报告抑郁。虽然更多的初级职位面临着更高的焦虑和沮丧情绪,但较小企业的董事和首席执行官也同样会遭受痛苦。到目前为止,大型企业的首席执行官最不可能同时报告这两种情况。

 

UKIE声称,逐渐减少对讨论心理健康的污名可能是初级工人似乎更容易遭受心理健康问题的原因。尽管与高级员工相比,初级员工的工作控制较少且工资较低,这可以解释心理健康问题的增加,但这些员工也比年轻员工更年轻,可能更愿意讨论自己的心理健康问题。 UKIE指出,结果并不意味着老龄化行业的工人更不会沮丧或焦虑,他们只是不太可能对此开放。

 

人口普查还探讨了其他人口统计数据。妇女占该行业的28%,因此,与更广泛的男女平等分配相比,妇女人数不足。 UKIE还指出,与其他行业相比,音乐和表演艺术(占46%)和出版业(占53%)等行业的代表性较低,英国游戏业的女性人数“大大低于英国整体劳动力”。心理健康问题也比男性工人更为普遍,有35%的妇女报告有焦虑,有26%的妇女报告有抑郁。

 

非二元人口比全国平均水平更好,但是,有2%的受访者表示他们是非二元人口,而人口的这一比例为0.4%。

 

从种族上讲,英国游戏业非常重视白人英国工人。 BAME(黑人和少数民族)工人总数占10%,而白人英国人占67%。有趣的是,尽管BAME工人的代表人数远低于全国平均水平,但实际上比许多其他创意产业要高。电影,电视,视频,广播和摄影仅占百分之四,而营销仅占百分之七。

 

与在更广泛的社会中相比,酷儿人群在游戏行业中的占有率也要高得多,在LGBTQ +保护伞中能够确定身份的人占英国游戏行业的五分之一以上(21%)。令人惊讶的是,被识别为双性恋的人多于同性恋者(11%对5%),而无性恋者仅为1%。这大大超过了全国平均水平,后者使酷儿占人口的3-7%。

 

跨性别者在游戏行业中也更为普遍,有3%的受访者将其识别为跨性别者,而这一比例从普通大众的1%有所增加。

 

但是,与异性恋和顺从工作者相比,各种各样的LGBTQ +人更有可能报告焦虑和抑郁。接受采访的跨性别人士中,有超过一半的人报告说有抑郁和焦虑感,而女同性恋者,男同性恋者,双性恋者和其他非异性恋者的恋爱率均高于异性恋者。

 

最终,似乎英国游戏业对长时间工作时间的反应较慢,只有3.5%的人说他们每周工作超过50小时。四分之三的标准工作时间最多为每周40个。

 

该报告本身更加深入,探讨了诸如神经多样性(例如,只有2%的工人患有自闭症)和照料者身份(22%的工人照料儿童)等主题,UKIE提出了许多建议。改善游戏产业发展的战略。

 

会议指出了多样性举措的重要性,UKIE鼓励该行业努力将其纳入从招聘过程到教育计划的所有方面。它还希望该行业将改善对国际工人的雇用,并表示应做出“持续的承诺”,以改善对国际工人的招聘,保留和支持。

 

至关重要的是,UKIE还指出,游戏行业应该对今后进行更多此类研究持开放态度。需要更好地跟踪该部门的多样性和进展,它应“继续与独立研究人员合作,以提供有关游戏工作的进一步严格和客观的见解”。



英国游戏主题活动分享报名

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UKIE census reports that 31% of the UK games industry has depression or anxiety

 

The biggest census of UK games workers ever conducted has been carried out by the British games industry trade association UKIE, highlighting some of the demographics, inequalities and struggles of the UK games industry.

 

3,208 people working within the UK games industry responded to the census, including developers, artists, musicians and those working behind the scenes in areas such as business management, IT and marketing. It spanned everyone from CEOs to freelance workers, but it didn't include the games media industries, meaning press and influencers were not involved.

 

The most striking result to come out of the census is what almost twice as many people within the games industry suffer from depression, anxiety, or both compared to the national average. According to UKIE, 31 percent of respondents disclosed their mental health problems, with both junior and mid-level workers,  as well as CEOs of smaller companies, reporting it more than others.

 

In particular, writers were most likely to report anxiety, while quality assurance workers were most likely to report depression. While more junior roles face higher rates of anxiety and depression, directors and CEOs of smaller businesses are also more likely to suffer from them as well. CEOs of larger businesses were, by far, the least likely to report both.

 

UKIE claims that the gradually reducing stigma towards discussing mental health could be a reason why junior workers are seemingly more susceptible to mental health problems. While junior staff have less job control and lower wages than their seniors, which could explain the rise in mental health problems, these workers also tend to be younger and may be more open to discussing their mental health than their older counterparts. UKIE notes that the results don't mean older industry workers are less likely to be depressed or anxious, they're simply less likely to be open about it.

 

The census also explores other demographics. Women make up 28 percent of the industry, and so are underrepresented compared to the broader population's equal split of men and women. It's also less representative than other industries, such as music and performing arts (46 percent) and publishing (53 percent), with UKIE stating that the number of women in games is "significantly below the overall UK workforce". Mental health problems are also more prevalent than for male workers, with 35 percent of women reporting anxiety and 26 percent reporting depression.

 

Non-binary people are better represented than the national average, however, with 2 percent of respondents saying they are non-binary, compared to 0.4 percent of the population.

 

Ethnically, the UK games industry is very, very heavily weighted towards White British workers. BAME (Black and Minority Ethnic) workers totalled 10 percent, while White British made up a massive 67 percent. Interestingly, even though the representation of BAME workers is well below the national average, it is actually higher than a lot of other creative industries. Film, TV, video, radio and photography had just four percent, and marketing only seven.

 

Queer people also have a much greater presence in the games industry than in wider society, with people who identify anywhere within the LGBTQ+ umbrella making up more than a fifth of the UK games industry (21 percent). Surprisingly, more people identified as bisexual than as gay or lesbian (11 percent versus five percent), and asexuality was at one percent. This is significantly more than the national average, which puts queer people at around 3-7% of the population.

 

Transgender people are also more common in the games industry, with three percent of respondents identifying as trans, an increase from the one percent of the general public.

 

However, LGBTQ+ people of all kinds were much, much more likely to report anxiety and depression than straight and cisgender workers. Over half of the transgender people interviewed reported depression and anxiety, while lesbians, gays, bisexuals and those of other non-straight sexualities all reported higher levels of both compared to straight workers.

 

Finally, it appears as though the UK games industry is less responsive to working lengthy crunch hours, with only 3.5 percent saying they work more than 50 hours per week. Three quarters worked more standard working hours of up to 40 per week.

 

The report itself goes much more in-depth, exploring topics such as neurodiversity (only two percent of workers are Autistic, for instance) and carer statuses (22 percent of workers cared for children), and from this UKIE came up with a number of strategies to improve the games industry going forward.

 

The importance of diversity initiatives was stated, with UKIE encouraging the industry to work towards inclusion in everything from hiring processes to education schemes. It also hopes the industry will improve its hiring of international workers, saying it should make an "ongoing commitment" to improving recruitment, retention and support of international workers.

 

Critically, UKIE also stated that the games industry should be open to more research of this type going forward. Better tracking of diversity and progress in the sector is required, and it should "continue to collaborate with independent researchers to provide further rigorous and objective insight about working in games".

 

 


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