Diversity, Equity & Inclusion in Games: Gamers Want Less Toxicity in Games and Want Publishers to Take a Stance

Gamers Are Very Diverse in Terms of Gender, Ethnicity, Sexuality, and They Want More Representation

Gaming has flourished into the largest entertainment sector in the world, powered by 3 billion players who are as diverse as the world itself.

  • 46% are women
  • 20% are Latinx, 15% are black, and 5% are Asian American
  • 16% are LGBTQIA+
  • 31% have a disability, with mental health being the most reported

Gamers Want Publishers to Take a Stance on Various Issues

Irrespective of gender, ethnicity, sexual orientation, or disability status, gamers find it important that companies actively take a stance on certain issues.

Gamers Want to See Less Toxicity in Game Companies and Online Gaming Communities

Reporters like Jason Schreier, Rebekah Valentine, and Cecilia D’Anastasio have done an admirable job of shining the spotlight on toxic work cultures in the games industry. Gamers are clearly taking note:

  • How diverse gamers really are
  • The fact that more women are playing than ever before (and their tastes are often unique)
  • The importance of accessibility and affordability
  • Case studies on successful initiatives in games and communities

Supercharge Your Diversity, Equity, and Inclusion Efforts with Newzoo

All in all, the market has made some heartening steps forward over the past few years, but we’ve got a long way to go to make the games market as diverse, equitable, and inclusive as it should be. Publishers and developers: we can help, so let’s talk! Reach out to us here.



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