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UKIE公布有史以来首个英国游戏产业多元化人口普查,英国游戏行业正在寻求更多的多样性 |出海英国游戏岛群第105期

2020-03-13 18:15:39

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UKIE发布有史以来的第一次行业普查后,英国游戏行业寻求了更多的多样性。

 

UKIE在对英国游戏员工的多样性进行了分析之后,昨天发布了有史以来的首个英国游戏行业普查。该报告由谢菲尔德大学管理,并得到UKIE的支持,并且看到了来自英国游戏业人士的3200多个匿名回复。UKIE还发起了一项全行业范围的多元化承诺#RaiseTheGame

 

报告中的问题询问行业工人他们的工作,个人特征和背景。然后将答案与其他行业和国家数据集的数据进行比较,以了解该行业的发展状况以及挑战所在。

 

报告显示,三分之二的劳动力年龄在35岁或以下,只有10%的人来自黑人,亚洲人和少数民族(BAME)。后者的数字略高于全国工作人口,但BAME背景的代表在担任高级职务时代表性较低。

 

该行业中28%的女性是女性,其中2%为非二进制。这意味着该行业中有70%的人是男性。此外,女性代表大大低于全国平均水平,低于整体创意产业的平均水平,而担任高级职位的女性则更低。游戏行业中的LGBTQ +工人也占21%,这是很高的,这是因为国家数据显示LGBTQ +的人占英国人口的3-7%。

 

英国游戏产业具有高度的国际性,其中28%的非英国国籍。相比之下,劳动年龄人口为17%。19%的工人来自欧盟/欧洲经济区,其余9%来自世界其他地区。

 

该报告在#RaisetheGame在整个行业开始的同一天发布。多样性承诺使公司可以签署并帮助改善游戏行业的多样性和包容性。目标是到2021年签署200家英国游戏公司,覆盖50%的劳动力。想要参与的公司可以通过这里来实现。

 

有三个保证支柱:

 

通过尽可能公平和广泛地招募来创建多元化的员工队伍

通过教育和启发人们承担更多个人责任来促进和促进多样性与包容性,从而塑造包容性好的工作场所

从游戏设计和开发到市场营销和社区参与,每个级别的游戏都体现出更大的多样性。

#RaisetheGame承诺目前得到了多家合作公司的支持,例如育碧,索尼互动娱乐nDreams等。这还包括其五个创始合作伙伴EAFacebookJagexKingMicrosoft。他们将被要求提供有关他们每年如何坚持上述工作方式的信息。

 

还计划每2年进行一次普查,以跟踪行业的变化。可以在此处查看完整的报告,其中还涉及其他因素,例如详细说明“ 31%的受访者报告他们患有焦虑症,抑郁症或同时患有这两种疾病,而3.5%的受访者报告他们每周工作51个小时或以上,而“ 3四分之三的受访者表示每周标准工作时间为33-40小时。



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UKIE Reveals First Ever UK Games Industry Diversity Census

More diversity in the UK Games Industry is sought after UKIE releases its first-ever industry census.

UKIE has released its first-ever UK Games Industry Census yesterday after running an analysis of diversity in the UK games workforce. The report was administered by the University of Sheffield and supported by UKIE and saw over 3200 anonymous responses from people working in the games industry across the UK. UKIE has also launched an industry-wide diversity pledge #RaiseTheGame.

 

The questions from the report asked industry workers what they do, personal characteristics, and their backgrounds. The answers were then compared against figures from other sectors and national datasets as a way to see where the industry is doing well and where challenges lie.

 

The report shows that two-thirds of the workforce is aged 35 or under and that only 10% of people are from Black, Asian, and Minority Ethnic (BAME) backgrounds. The latter figure is slightly higher than the national working population but the representation of BAME backgrounds is less representative in more senior roles.

 

28% of the people working in the industry are female, with 2% being non-binary. That means a large 70% of people in the industry are males. Additionally, female representation is “significantly under the national average, under the average of the overall creative industries and lower in senior roles.” LGBTQ+ workers in the games industry also come to 21% which is high when national data indicates that LGBTQ+ people make up between 3-7% of the UK population.

 

The UK games industry is highly international with 28% having non-UK nationalities. This is in comparison to 17% in the working-age population. 19% of workers are from the EU/EEA with 9% from the rest of the world.

 

The report launched on the same day that #RaisetheGame started across the industry. The diversity pledge allows companies to sign up and help improve diversity and inclusion in the games industry. The goal is to sign up 200 UK game businesses covering 50% of the workforce by 2021. Companies wanting to participate can do so by going here.

 

There are three pledge pillars:

 

Creating a diverse workforce by recruiting as fairly and as widely as possible

Shaping inclusive and welcoming places to work, by educating and inspiring people to take more personal responsibility for fostering and promoting diversity and inclusion

Reflecting greater diversity within games at every level from game design and development through to marketing and community engagement.

The #RaisetheGame pledge is currently supported by a number of partnered companies, such as Ubisoft, Sony Interactive Entertainment nDreams and more. This also includes its five founding partners EA, Facebook, Jagex, King, and Microsoft. They’ll be required to provide information on how they’ve worked to stick to the above pillars on an annual basis.

 

The census is also planned to take place every 2 years to keep track on changes in the industry. The full report can be viewed here which also touches on other factors such as detailing that “31% of respondents reported that they live with anxiety, depression or both” and that 3.5% have reported they work 51 hours per week or more while “Three-quarters of all respondents reported working a standard full-time working week of between 33-40 hours.”


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