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Thepastyearhasseensomestrugglesandsurprises.Theongoingpandemichasbolsteredtalksaboutpermanentremoteworkoptionsandunionization.Reportsoftoxicityandmisconducthaveforcedtheindustrytotakeahardlookatbehaviorsthathaverunrampantfortoolong.It’satimeoftransition—butifthere’sonethingweknowaboutgamedevelopers,it’sthatthey’realwaysuptothechallenge.
Weaskedover2,700gamedevelopersabouttheirwork,andtheirindustryasawhole.Wefounddevelopersareworkingtoimproveaccessibilityingames;they’remixedontheviabilityofSteamDeck;andtheyhavestrongfeelingsonbringingcryptocurrencyornon-fungibletokens(NFTs)intothegamingsphere.
The2022StateoftheGameIndustrysurveyisthetenthinanongoingseriesofyearlyreportsthatofferinsightintotheshapeoftheindustry,markingadecadeofgrowthandchange.Thankstoallwhoparticipatedfortheirthoughtsandperspectives.
PlayStation5,XboxSeriesX/Svirtuallyneckandneck
forcurrentgamedevelopment
Eachyear,weaskgamedeveloperswhatplatformsthey’recurrentlydeveloping
gamesfor,andwhichplatformsthey’llbedevelopingtheirnextgamesfor.
Onceagain,PChasemergedasthemost-popularplatformforcurrentgamesin
development(63%)aswellasnext(58%)games.Butwhenitcomestoconsoles,
PlayStation5istheleadingplatformforcurrent-andnext-gamedevelopment.
Whichplatform(s)areyoudevelopingyourcurrentprojectfor?(Chooseallthatapply)
PC63%
PlayStation531%
Android30%
iOS30%
XboxSeriesX/S29%
XboxOne(orOneX)22%
PlayStation4(or4Pro)21%
NintendoSwitch20%
Mac18%
Webbrowser10%
VRHeadsets10%
Linux7%
GoogleStadia3%
3%
XboxProjectxCloud
ARHeadsets2%
TabletopGames2%
PlayStationNow1%
AmazonLuna1%
VirtualTabletop1%
Playdate0%
Other3%
N/A-Notinvolvedindevelopment11%
StateoftheGameIndustry20222
ThenumberofrespondentscurrentlymakinggamesforPlayStation5(31%)
edgedoutXboxSeriesX/S(29%),whileonthemobilefront,bothiOSandAndroid
garnered30%each.Forfuturegames,thedifferencesweremorepronounced
betweenPlayStation5(31%)andAndroid(28%)andiOS(27%),alongwithXbox
SeriesX/S(27%).NintendoSwitchslightlyincreasedbetween2021and2022,with
20%ofrespondentscurrentlydevelopinggamesfortheplatform.
Whichplatform(s)willyoubedevelopingyournextprojectfor?(Chooseallthatapply)
PC58%
PlayStation531%
Android28%
XboxSeriesX/S27%
iOS27%
NintendoSwitch19%
XboxOne(orOneX)17%
Mac17%
PlayStation4(or4Pro)14%
VRHeadsets11%
Webbrowser9%
Linux8%
ARHeadsets4%
XboxProjectxCloud4%
GoogleStadia3%
PlayStationNow
TabletopGames
VirtualTabletop
2%
2%
1%
AmazonLuna1%
Playdate1%
Other5%
N/A-Notinvolvedindevelopment18%
StateoftheGameIndustry20223
PCleadsoverallinterestasPS5leadsconsoles
Whichplatform(s)mostinterestyouasadeveloperrightnow?(Chooseallthatapply)
PC62%
PlayStation543%
NintendoSwitch39%
XboxSeriesX/S30%
iOS25%
Android25%
VRHeadsets24%
Mac14%
ARHeadsets13%
XboxOne(orOneX)12%
Webbrowser11%
PlayStation4(or4Pro)10%
TabletopGames8%
XboxProjectxCloud8%
Linux7%
GoogleStadia5%
Playdate4%
VirtualTabletop4%
PlayStationNow4%
AmazonLuna2%
N/A-Notinvolvedindevelopment7%
Other3%
StateoftheGameIndustry20224
Theplatformsthatdevelopersweremostinterestedinmakinggamesforheld
steadythisyear.PCstayedontop,increasingfrom58%to62%thisyear.Inthe
subsequentspots,wehavePlayStation5(43%),NintendoSwitch(39%),XboxSeries
X/S(30%),andiOSandAndroid(25%each).InterestinVRheadsetsdecreased
slightly(24%),alongwithaugmentedrealityheadsets(13%).Acoupleofthenewest
players—Playdate(4%),AmazonLuna(2%),andVirtualTabletopplatformslike
Roll20(4%)—don’tseemtobecatchingonquiteyet.
ALookBackat10YearsofSOTI
Thisisthe10thiterationofGDC’sStateoftheGameIndustry(SOTI)report,so
wedecidedtotakeaglanceatgameplatformsovertheyears—toseewhattrends
havesurged,whichplatformshavefallen,andwhathassurprisedusthemostover
thepastdecade.Hereareafewhighlights:
PCIstheHouseFavorite
Gamedevelopershavetheirstarperformer.PChasbecometheconsistenttop
platformovertheyears,risingfrom48%ofcurrentgamedevelopmentin2013to
63%in2022.
MobileTookthePlunge
Backin2013,mobilewasthehottrendingaming,with55%ofdevelopersmaking
gamesforphonesandothermobiledevices.Now?It’sdownbyalmosthalffrom
itsheyday,sittingat30%in2022.
PlayStationBeatsXbox
Thewaroftheplatformshasawinner:It’sPlayStation.Overthepast10yearsof
SOTIsurveys,thenumberofdevelopersmakingPlayStationgameshasbeatenthe
numberforXboxgamesineveryyear,exceptone—2014,theyearafterXboxOne
andPlayStation4cameout.
HasVRHitItsPeak?
Virtualrealitygamedevelopmentspikedinthemid2010s,risingfrom7%ofgames
in2015to24%justtwoyearslater.Butthatnumberhasfallenalmostalltheway
back,sittingat10%forthepasttwoyears.Facebook’sMetaandPlayStationVR2
couldchangethings.
TheBiggestSurprise
WhenGDCstartedtheSOTIreportin2013,Nintendowasstillafewyearsaway
fromthestellarsuccessoftheSwitch.Thepercentageofdevelopersmakinggames
for3DSorWiiUwereinthelowsingledigits.Butthen,rumorsofNintendo’snext-
genconsolestartedtosurface.TheNintendoSwitchturnedthingsaround,with
20%ofdevelopersnowmakinggamesfortheplatformin2022.
StateoftheGameIndustry20225
SteamDeckmetwithbothexcitementanduncertainty
FollowingthefailureoftheSteamMachine(akatheSteamBox),ValveSoftwareis
takingacuefromNintendoSwitchwiththeSteamDeck—aportable,Linux-based
handheld-dockablehybridsetforreleaseinearly2022.Weaskedrespondentswhether
theyfelttheSteamDeckwouldbeaviablegameplatforminthelongrun.Theresults
weremixed:36%saidyes,17%saidno,and47%wereunsure.
DoyouthinkValveSoftware’sSteamDeckwillbeaviablegameplatforminthelongterm?
Yes36%
No17%
Unsure47%
VoxPop:WhatareyourthoughtsontheSteamDeckandwhatdoyouthinkits
impactwillbe?
“Thisisaproductgamershavewantedforalongtime.Nowthatthehardwareis
possibleatareasonableprice—andithasValve’ssupport—itwillbeasuccess.”
“TheSteamDeckwillbehugeforsmallerindependentdeveloperswhostruggleto
gettheirgamesonSwitchandotherhandhelddevices.”
“It’snifty,butnotrevolutionary.”
I’mskepticalofitsability
tofindanaudiencebeyonddevotedhardwareearly-adopters.”
“HavingownedaSteamLink,IamfamiliarwithValve’sissuesinhardwaredevelopmentandservice.WhileIthinkthattheSteamDeckhaspotential,Idon’tthinkitwilldeliveranythingrevolutionarythatisn’tcurrentlybeingdeliveredbytheSwitch.Controllersareincredibly
difficulttodesignandproduce,andIdon’tseeValvesuddenlycomingupwithacompellingandaccessiblemodelthatworksforanyonebeyondanichemarketthatistechnologyfocused.It’sashamebecauseIwouldlovetoseeSteambecomemoreaccessible.AndassomeonewhoislookingtoreplacetheirgamingPC,thepropositionwasappealinguntilIstartedtodigintothedetails.”
“
“I’mskepticalofitsabilitytofindanaudiencebeyonddevotedhardware
early-adopters.”
“I’mpre-orderedandinterestedinseeingwhattheexperienceislike.”
“Idon’tknowwhatthatis.”
StateoftheGameIndustry20226
PlayStationVR2capturesinterest,whileOculusQuest
leadstheway
Thefutureofvirtualandaugmentedrealitygaminghasbeeninfluxforthepast
fewyears,and2022isnodifferent.Accordingtooursurvey,42%ofrespondents
saidtheywere(orhavebeen)involvedinVR/ARgamedevelopment.That’sup
from38%lastyear.
However,thatincreaseindevelopersdoesn’tappeartobeimpactingthenumber
ofgamesindevelopment.Weaskedthe42%offolkswho’veworkedonVR/AR
gameswhatplatformstheywerecurrentlydevelopinggamesfor—56%ofthem
said“None.”That’sanincreasefrom41%ofdeveloperslastyear.Inaddition,52%
likewisesaid“None”whenaskedabouttheVR/ARplatformstheywerereleasing
theirnextgameon,upfrom38%lastyear.
WhichVR/ARplatform(s)areyoucurrentlydevelopingfor?(Chooseallthatapply)
OculusQuest27%
OculusRift13%
HTCVIVE12%
ValveIndex8%
iOSphone/tabletusingARKit7%
PlayStationVR6%
PlayStationVR25%
GoogleARCore4%
WindowsMixedRealityHeadsets4%
HPReverb2%
MagicLeapOne2%
ViveFlow1%
Other5%
None56%
StateoftheGameIndustry20227
TheOculusQuestwirelessheadsetremainedthetopVR/ARplatformin2022,with27%ofdeveloperscurrentlymakinggamesonthatplatformand28%planningtheirnextgame forit.ButenthusiasmforOculusQuestmightbewaning,as41%ofdeveloperssaidtheplatformiscurrentlyofinteresttothem—downfrom52%in2021.Thatsaid,Facebook’s“Meta”rebrandingandmetaversefocuscouldchangethingsforOculusQuestin2023
Note:ThissurveywasconductedpriortotheMetarebrandannouncement.
ThenewestarrivalonthesceneisthePlayStationVR2,PlayStation’snext-gen
VRconsole,setforreleasesometimein2022.Inoursurvey,25%ofdeveloperssaid
thatwasofmostinteresttothemamongVRplatforms,and10%saidtheirnext
gamewouldbereleasedonPlayStationVR2.Incomparison,7%ofdeveloperswere
planningtheirnextgamesfortheoriginalPlayStationVR.
WhichVR/ARplatform(s)mostinterestyouasadeveloperrightnow?(Chooseallthatapply)
OculusQuest41%
PlayStationVR225%
ValveIndex23%
HTCVIVE19%
OculusRift18%
iOSphone/tabletusingARKit13%
WindowsMixedRealityHeadsets11%
PlayStationVR10%
GoogleARCore9%
ViveFlow8%
MagicLeapOne7%
HPReverb3%
Other5%
None28%
PlatformsthatdevelopersexpecttoreleasetheirnextgameonincludedOculusRift(13%)HTCVive(13%),ValveIndex(10%),andiOSphone/tabletusingARKit(7%).Everyplatforminthesurveysawadecreaseindevelopmentplans—exceptforPlayStationVR2,asitwasthefirstyearonthelist.
StateoftheGameIndustry20228
WhichVR/ARplatform(s)doyouanticipateyournextgamewillbereleasedon?(Chooseallthatapply)
OculusQuest28%
OculusRift13%
HTCVIVE13%
PlayStationVR210%
ValveIndex10%
iOSphone/tabletusingARKit7%
PlayStationVR
GoogleARCore
7%
5%
WindowsMixedRealityHeadsets5%
ViveFlow3%
HPReverb2%
MagicLeapOne2%
Other7%
None52%
Gamedevelopmentandthemetaverse
Thepromiseofthemetaverseisgrowinginpopularityinthegameindustry.One
ofitsmost-popular(andlucrative)componentsisuser-generatedcontent(UGC).
Buthowmanydevelopersareactuallyparticipatinginthisfield?
WeaskedrespondentstotelluswhatUGCplatformstheyweredevelopingor
planningtodevelopcontentand/orexperiencesfor.Thevastmajority(83%)
saidtheywerenotinvolvedatall.Theremaining17%ofrespondentswere
evenlysplitbetweenRoblox(5%),Minecraft(4%),Fortnite(3%),Dreams(3%),and
Core(2%).Amongthosewhomarked“Other”(6%),responsesincluded:
TheSandbox,VRChat,UnrealEngine,and“prefernottoanswerdue[to]
confidentialityrestrictions.”
StateoftheGameIndustry20229
Eventhoughalargemajorityofrespondentswerenotinvolvedinuser-generatedcontent,thatdoesn’tnecessarilyreflectthepotentialofUGCandthelargermetaverseconcept.Weaskedrespondentswhichcompanies/platformswerebestplacedtodeliveronthepromiseofthemetaverse.Ofthecompanieslisted,themostpopularwasEpic/Fortnite(17%),followedbyFacebook(8%),Microsoft/Minecraft(8%),Roblox(6%),andGoogle(5%).
Aboutone-third(33%)ofrespondentsbelievethemetaverseconceptwillneverdeliveronitspromise.
Note:ThissurveywasconductedbeforeFacebook’sMetarebrandwasannounced.
Interestincryptocurrencies,NFTsgrow,butgamedevelopersremainskeptical
Oneofthenewest—andpossiblydivisive—additionstotheindustryarecryptocurrencyandnon-fungibletokens(NFTs).AsmoremajorstudiosannouncetheirintentiontoaddNFTsorcryptopaymenttoolsintotheirgames,wewantedtoknowhowwidespreadthispracticewasbecomingandhowgamedevelopersfeltaboutit.
Whatisyourstudio’sinterestincryptocurrencyasapaymenttool?
Veryinterested6%
Somewhatinterested21%
Notinterested72%
Alreadyusingit1%
Whatisyourstudio’sinterestinnon-fungibletokens(NFTs)?
Veryinterested7%
Somewhatinterested21%
Notinterested70%
Alreadydevelopingthem1%
Overone-fourth(27%)ofrespondentssaidtheirstudiosweresomewhatorveryinterestedincryptocurrency,and28%saidthesameaboutNFTs.However,amajorityofgameindustryprofessionalssaidtheircompanieswerenotinterestedatallincryptocurrency(72%)orNFTs(70%).Thecurrentimplementationofbothtechnologiesisstillverylimited,with1%ofrespondentssayingthattheirstudioalreadyuseseither.
StateoftheGameIndustry202210
WhenaskedhowtheyfeltaboutthepossibilityofcryptocurrencyorNFTs
ingames,afewcalledit“thefutureofgaming.”However,avastmajorityof
respondentsspokeoutagainstbothpractices—notingtheirpotentialforscams,
overallmonetizationconcerns,andtheenvironmentalimpact.
VoxPop:WhatareyourthoughtsontheuseofcryptocurrencyorNFTsin
videogamesandwhatdoyouthinktheirimpactwillbe?
“It’sthewaveofthefuture.”
“Howthishasn’tbeenidentifiedasapyramidschemeisbeyondme.”
“Ithinkitisatechlookingforapurpose.Peoplewillbeinterestedinitasagambleto
makemoney,butthere’snotenoughofapublicdemandforittobeanactualcurrency.”
“
Ithinkitisatechlookingforapurpose.”
“Whydoweneedthem?Whatbenefitdoesithave
puttingthesesystemsintoourgames?Whoisusing
thesethings?Itfeelslikeaverysmallaudience.And
also,thesetechnologiesarestillnotusingsustainable
energyandareatargetformoneylaundering.As
adeveloperIfeeldeeplyuncomfortablethatthereisapushforthese.Itfeels
entirelyfueledbygreedformoremoneybecausewereadstoriesaboutcrypto
millionaires,wheninrealityallofitisextremelyunstableandunethical.”
“Weshouldcollectivelyagreetobantheuseofblockchain-basedtechnologiesin
ourindustrybecauseoftheirhugelynegativeenvironmentalimpact.”
“Blockchainisafoundationaltechnologythatwilltransformorganizationsand
accountability,butNFTsandcryptocurrenciesingeneralareascam.”
“Ithinkthisisgoingtobeamassiveshiftinthewaywethinkaboutdigitalgoods
andownership/monetization.”
“NFTsandcryptoarecloselytiedtotheconceptofthemetaverseandIbelieve
thistobeintentional.Theforcesaffectinginterest(media,bigcompanies)
arebettingonanewvirtuallifeandtoconsume,wewillneedasaferand
democratizedvirtualeconomy.Thisiswherecryptowilldisrupt.”
“Ilookforwardtothegoldrushturningintoadogpileandwishallinvolved
maximumprofitatanycost.”
“I’drathernotendorseburningarainforestdowntoconfirmsomeone‘owns’ajpeg.”
“Burn‘emtotheground.Baneveryoneinvolvedinthem.IworkatanNFT
companycurrentlyandamquittingtogetawayfromit.”
StateoftheGameIndustry202211
“IpersonallyamquiteinterestedinNFTsandcryptocurrency,butmanypeoplein
mystudioandfriendcircledonotlikethemandwon’tdevelopforthem.Ithink
NFTsneedtogetabetterreputationwhenitcomesto[the]environmentandart
theftfirst,thenitmightbeaninterestingwaytogivedigitalcontentuniquevalue.”
“
Ithinkthisisgoingtobea
massiveshiftinthewaywethinkaboutdigitalgoodsandownership/monetization.”
“I’dbelyingifIsaidthatIdon’tthinkNFTsare,at
best,stupid,andatworst,predatoryandecologically
dangerous.Cryptocurrency,Ithink,canalsobea
sensitivethingtodealwith.Bothhavehadanimmense
amountofscamspopupinavery,veryshortwhile,
anditmakesmewonderifthattrendwillstay.”
“They’regoingtodriveawedgerightintheheartofthisindustry.It’sgoingto
becomereallyclearwhatfolks’motivationsare,andit’snotgoingtobepretty.”
Socialmedialeadsdiscovery,marketinginvestments
Intoday’scrowdedmarketplace,therightbuzzcanmeanthedifferencebetween
ahitandabust.Weaskedoursurvey-takerswhatdiscoverymethodstheyuse
togetthewordoutabouttheirgames,andhoweffectivetheythoughteach
marketingstrategyturnedouttobe.
Mostrespondentsreportedsmallinvestmentsintimeormoneyacrossavariety
ofavenues—mostnotablypre-recordedYouTubevideos,forumsandemail
marketing(24%each),alongwithtraditionalpressandbloggers(22%),real-time
communicationslikeDiscordandSlack(21%)andTwitchstreamers(20%).
Therewerealsorespondentsthatputmoderatetimeormoneyinvestmentsinto
YouTubevideos,mediaoutlets,andreal-timecommunications(20%each),but
thattimeormoneywasn’textendedtoemailmarketing(15%)orforums(13%).
Infact,forumswereseenastheleast-effectivemarketingstrategybasedon
weightedaverages,withemailmarketingcominginaclosesecond.
Socialmediawasonceagainthemost-popularformofmarketingforgame
studios—25%reportedmoderateinvestmentintoplatformslikeTwitteror
Facebook,and15%madealargeinvestment.Afewnotedhowthey’reevengetting
intoTikTokandSnapchat,with19%sayingtheymadeasmallinvestmentin
short-formvideo.However,71%ofrespondentsdidn’treportanyinvestmentinto
short-formvideo,makingittheleast-commondiscoverymethodthisyear.
Liveeventscontinuedtotakeahit,evenasin-personactivitieshavestartedto
resume.About58%ofrespondentsdidn’tnoteanyinvestmentsintoliveevents,
whichwasthesamenumberasin2021,upfrom50%in2020and42%in2019(prior
totheCOVID-19pandemic).
StateoftheGameIndustry202212
Ontheotherhand,simply“gettingthewordout”remainedpopular,with14%
havingmadealargeinvestmentintoword-of-mouthcampaigns.Justlikein
2021,wordofmouthwasthesecondmost-effectivemarketingstrategy,based
onweightedaverages—themost-effectiveonewaspromotingonaplatform’s
digitalstorefront,something19%ofrespondentsreportedmakingamoderate
investmentinto.
Accessibilityingamesontherise
Accessibilityhasbecomeanimportanttopicamongplayersofalllevels,andthe
gamedevelopmentcommunityistakingnotice.
Weaskedrespondentswhethertheircurrentgamesareimplementingany
accessibilitymeasuresforthosewithsensory,motor,orotherimpairments.In
previousyears,morerespondentshavesaid“No”(48%in2020,42%in2021)than
“Yes”(28%in2020,31%in2021)—butthereversehappenedthistimearound.
Haveyouimplementedanyaccessibilitymeasures(forthosewithsensoryimpairment,motorimpairment,orotherimpairments)intoyourcurrentgame?
Yes39%
No36%
Don’tKnow/N/A25%
In2022,therewasanincreaseinthenumberofdeveloperswhosaidtheirgameswere
addingaccessibilitymeasures(39%)andadecreaseinthosewhoweren’t(36%).It’sthe
firsttimemorerespondentssaid“Yes”sincethequestionwasaddedtothesurveyin
2019.There’sstillawaytogo,butaccessibilityoptionsappeartobeprogressing.
Whenaskedwhatgamedevelopersaredoingtomaketheirgamesmoreaccessible,
responsesincluded:colorblindmodes,re-bindablecontrols,closedcaptioningand
descriptivetext,dyslexia-friendlyfonts,customizabledifficultyoptions,motionsickness
settings,andmore.Herearefurtherexamples:
VoxPop:Canyouprovideexamplesofhowyouchangedyourgametomake
itmoreaccessible?
“Wehademployeesgetanaccessibilitycertification,instilled[a]newprocessondesign
teamstoincludeaccessibilityindesign,appointedspecificpeopleonteamstoleadthose
considerationsandbringthemupinmeetings,andworkedwithouraccessibilityand
disabilityERG[employeeresourcegroup].”
StateoftheGameIndustry202213
“HapticfeedbackinPS5toassistwithdeaf/[hard-of-hearing]players.Younolongerhave
tohearaudiobecauseyoucanfeelit.”
“OurstandingVRexperiencehasaccommodationsforusersinwheelchairs.”
“Becausewehaveaday/nightcycle,weimplementedan‘a(chǎn)lwaysdaytime’featurefor
thosethatonlyhavetimetoplayatnightorfindvisibilityinthedarkerenvironment
detrimentaltotheirabilitytoplaythegame.”
“Addedsubtitlesandmadepuzzlessolvableviaaudiocues.”
“Allourcamerashakeanimationsareprocedural,soweareabletodisablethemthroughtheoptionsmenu.Didarenderingconsistencypasstofixcaseswherebloomcouldflashduetorenderingbugsandpotentiallycauseanepilepticrisk.”
Unfortunatelythereis
stillalotofpushbackinimplementingaccessibilityfeatures”
“Ourlastgamewasforchildrenwithspecialeducationalneeds.Sincemanykidswereontheautismspectrum,wetriedtolimittheactivityonthescreenandtookmeasurestodirecttheirattentiontothetaskathand.”
“
“Unfortunatelythereisstillalotofpushbackinimplementingaccessibilityfeatures,but
anytimetheteamwantstointroduceafeaturewheretheonlydifferenceiscolorIalways
remindthemthatweneedadifferentwaytocommunicatetoplayersinsteadofjust
color(addingicons,changingshapes).”
Stillworktobedoneondiversityandinclusion
Accessibilityisoneofmanytopicsundertheumbrellaofdiversityandinclusion
intheworkplace.WithamajorityofWesterngamestudiosdominatedbycishet
non-disabledwhitemen,morecompanieshavebeenworkingtowardcreatinga
moreequitableanddiverseworkplace.
Howsuccessfuldoyouthinkyourstudio’sattemptsatinclusionanddiversityhavebeen?
Notatallsuccessful6%
Slightlysuccessful23%
Moderatelysuccessful42%
Verysuccessful20%
Extremelysuccessful8%
StateoftheGameIndustry202214
Weaskedourpoolofgameindustryprofessionalstogaugetowhatextent
theirstudiofocusedonstaffinclusionanddiversityinitiatives.Thisyear,57%
ofrespondentssaidtheirstudio’sinitiativeeffortsrangedfrom“amoderate
amount”to“agreatdeal,”whichisslightlydownfrom2021(60%).However,
morepeoplesaid“agreatdeal”(29%)thandidlastyear(21%).Almostone-
quarter(24%)saidtheirstudioshadnotfocusedondiversityorinclusion.
Whenwefollowedwithhowsuccessfultheyfoundthoseefforts,avast
majority(94%)saidtheywereatleastslightlysuccessful,while6%saidtheydid
notfinditatallsuccessful.
VoxPop:Whatspecificallyisyourcompanydoingtoexpanddiversityand
inclusionefforts?
“Wearefocusingonourrecruitment,specificallywritingourjobpoststo
highlightwhatwe’reabletoofferwhichwillattractcandidateswhohave
diversebackgrounds.We’vegonefullyremotesincethepandemic.We’re
workingwithcharitieswhowillenableustoreachcandidatesofdiverseethnic
heritages.”
“Remoteworkisagame-changer.”
“Reducedrelianceonseniorityand‘shippedtitleexperience’inhiring.
Returnshipprogramforwomenlookingtore-entertheworkforce.”
“TheyhavesetupacommitteeinthelastsixmonthstopromoteD&Ibut
nothinghasperceivablybeenachievedorchanged.Ifanything,thecompany
hasbecomelessdiverseas3womenhaveleft/areleaving.”
“Webelieveinthecontentoftheflask,nottheflaskitself.Wheninterviewing,
wewantthebestresults.Ifyourworkisgood,youareateamplayerandyou
haveagrowthmindset,you’rein.”
We’renotdoingthekindof
effortfuloutreachthatisneededtoreallydiversifyourgroup”
“Notenough.We’retryingtohiremorediversepeople,butthevastmajorityofapplicantsarewhite,male,orboth.We’renotdoingthekindofeffortfuloutreachthatisneededtoreallydiversifyourgroup.”
“Changingthewaywewriteourjobads,runourinterviewsandnetworkswegetintouchwith.WeofferlanguagecoursesintereoMāoriaswell.”
“
“Screeningpotentialhiresforbullyingorbigotedonlineinteractions.”
StateoftheGameIndustry202215
“Wouldn’tweallliketoknow,insteadwe’rebeingsuedfordiscriminatory
employmentpracticeswhilebeingconstantlyreassuredbyexecutivesthatthey
totallydon’tstandforthatsortofthing.”
“Stoptalkingaboutitandjustdoit.”
Gamestudiosengageinsocialactivism
TheriseinmovementslikeBlackLivesMatter,StopAsianHate,andtheclimate
crisisconversationhasresultedinanexpectationthatcompaniesdomoreto
engageinthecommunity.
Inthepastyear,towhatdegreehasyourstudiotakenpartinanyactivismorsocialjusticemovements?
Agreatdeal8%
Amoderateamount20%
Alittle24%
Noneatall49%
Thisyear,weaskedgameindustr
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