
More inclusivity and diversity in the games industry - whether supporting greater diversity and inclusion in the games industry workforce, designing for diverse audiences, or showing a wider spectrum of representation in games in terms of e.g. gender, ability, sexuality, religion, class, race, etc. – offers significant benefits both for the industry and society. However the games industry often struggles to ensure it is an inclusive place to work and, in mainstream games in particular, diverse audience needs are not often met, and representation of diverse people and stories can be limited. Hindering creativity and innovation in a flourishing sector that drives both business and cultural development. This self-reflection toolkit, created for the ekip project and the Open Innovation Factory on Inclusive Gaming (online, 20th March 2025), offers some key questions and resources to support you to reflect on your own approach to equality, diversity and inclusion. This includes thinking about how you can create games that are more accessible and inclusive of diverse players, to nurture an inclusive culture in your own workplace or practice, and how to reflect on the representation of diverse people and experiences in your games.
ekip: European cultural and creative industries innovation policy platform, is a European Union funded initiative that is activating the creation and adoption of innovation policies that enable Creative and Cultural actors to become key players in open innovation ecosystems. The ekip consortium is led by Lund University (Sweden) and includes partners from across Europe, including University of Edinburgh (Scotland), where the creators of this toolkit are based.
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 0 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
