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WIGJ partner with GameRome to host first Meetup for women in games in Italy on 24 November.

GameRomeWomen in Games WIGJ is pleased to partner with the Gamerome conference to lead on 2 events for women in games and allies during the event.  On the first day of the conference, Friday, November 24, Gamerome will host inside the Happy Hour the first Women in Games Italian Meet Up, sponsored by WIGJ. The cocktail will be an occasion to discuss the matter among Italian and international women decision makers. All the women attending the conference are invited to take part in the meeting and voice their opinion. The cocktail will be an occasion itself to foster diversity, and will be also opened to Speakers, Business and VIP tickets holders and owner of the special indie packages.

On Saturday, 25 November, Gamerome will host the panel Diversity in the Games Industry, which will see the participation of David W. Smith (Founder, WIGJ), Micaela Romanini (Vice Director, VIGAMUS), Eleonora Lucheroni (PR & Marketing Manager, Storm in a Teacup), Debora Mensah-Bonsu (Head of Content Marketing, Space Ape Games). The panel will be moderated by Fjona Cakalli, frontwoman of the influential video game website Games Princess.

“Women in Games WIGJ is the largest professional network in Europe. It is fully committed to working with European partners and is delighted to support one of the first meet-ups for women in Italy”, stated Marie Claire Isaaman, CEO of Women in Games WIGJ. “It is vitally important that women working in the games industry are fully supported through initiatives like this where they have the opportunity to connect and engage with each other”.

GameRome is a video game event dedicated to developers and students that will take place from 24th to 26th November. Meet and greet with the Video Game Stars. Gain new perspectives inside the talks held by the veterans. If you wish to pursue a career in the industry, or if you’re already a professional, Gamerome is the event tailored to your needs. For further information visit


Women in Games WIGJ win TIGA Award at spectacular ceremony at V&A Museum

TIGA award WINNER logo 2016_white

TIGA Awards MC webWomen in Games joined all of the games industry in the UK at the most stunning TIGA Awards Ceremony that the trade association has held to date. About 400 game developers and professional service suppliers from nearly 100 companies spent 5 hours celebrating the achievements of the last year.

Women in Games was delighted to win the Diversity Award outright in 2017 having been specially commended in 2015.

Marie-Claire Isaaman, CEO, commented: “Women in Games is extremely proud to be recognized by the industry with the TIGA Diversity Award. Our Board, Corporate and Individual Ambassadors and supporters all make outstanding contributions to our organisation, helping us to make our game industry more equal, diverse and inclusive. This award recognises all those people working with us.”

Women in Games add Outplay and Testronic Labs to its Corporate Ambassador programme.

Corporate Ambassadors 2017Women in Games WIGJ is pleased to add 2 more companies to its Corporate Ambassador programme. At a ceremony during the recent European Women in Games Conference representatives from Scotland’s Outplay Entertainment and from Testronic Labs in Croydon, UK and Warsaw, Poland were welcomed to the stage by David Smith, Founder of WIGJ.

Emma Purvey, HR and Recruitment Manager at Outplay Entertainment Ltd commented: “Outplay is based up in Dundee in Scotland. We have a team of 200 that we have grown over the last 6 years and we have been doing a lot of outreach with all different education levels to promote opportunity and careers in games, so we are really excited to partner with Women in Games to do further work there. Thank you.”

Ann Hurley, Head of Games Business at Testronic Labs and former WIGJ Hall of Fame inductee said, “Testronics have been going for 10 years and we employ just over 700 people based in Warsaw and Croydon. We are a QA Vendor and we do all sorts of services from Customer Support through to Compatibility Testing. The Board of Directors have embraced this and realized that we really need to be working on increasing the diversity within our company, so we are very excited to be part of this.”

David welcomed the 2 leading games companies to the programme and asked other interested games companies to make contact. Here is the current list of Corporate Ambassadors.

Anita Sarkeesian and Brie Code to speak at new, two day European Women in Games Conference 5-6 September at ELAM Academy

Anita SarkesianWomen in Games WIGJ is pleased to announce its seventh European Women in Games Conference which this year will take place at the East London Arts and Music Academy on 5-6th September 2017. Now over 2 days, the event will comprise a mix of keynote speeches, panel discussions, workshops, the HR Manager’s Forum, an expo and the European Women in Games Hall of Fame Awards. Over 40 speakers and panelists will reflect the diverse talent that exists in the games industry with its objective to educate and inspire, and help stimulate future generations.

EWIG 2017 Lead compressedKeynote speakers include Anita Sarkeesian, the feminist media critic and blogger and the founder of Feminist Frequency and Brie Code, the writer, AI programmer, and CEO and creative director of Tru Luv Media, a tiny video game studio making games with people who don’t like games. Both will be speaking in the UK for the first time, thanks to the support of Amazon App Store.

Tickets are priced for accessibility at The event is inclusive and male delegates are very welcome.

Mik Nelson, Director of Digital Media at ELAM Academy commented, “We are delighted to host the 2017 European Women in Games Conference at ELAM. We are fully committed to helping to add greater diversity to the creative industries and believe that this starts first and foremost with education. We want to see and hear more female voices throughout the Games industry and we believe that hosting the conference during the first year of our Games Design course is a real statement of intent and one we are incredibly proud to make.”

Marie-Claire Isaaman CEO of Women in Games said, “We welcome Anita and Brie to speak in the UK for the first time. At the forefront of commenting on the need for change, we look forward to hearing their thought provoking stories. Women in Games is committed to realising a gender balanced games industry and reimagining and enhancing the educational pipeline is crucial to achieving this. So, I’m delighted that East London Arts and Music (ELAM) – a progressive educator with such a strong commitment to diversity – is hosting our annual conference this year.”

For further details about the conference and to buy tickets please visit

Women in Games WIGJ and Unity Technologies to host Mentoring Breakfast at Develop 2017

mentoringWomen in Games  WIGJ is partnering with Unity Technologies to host a mentoring breakfast during Develop 2017 in Brighton on Wednesday, 12th July. The event will give those working in the video games industry a taste of what mentoring is like in a fun, informal setting and introduce attendees to the support that is available as part of WIGJ’s on-going mentoring programme

“WIGJ’s overarching goal is to double the number of women working in the video games sector over the next 10 years. We know that mentoring can play a hugely important role in supporting women’s career development in the sector. We want to alert more people to the fact that this kind of support is available,” said Leigh Jackson, Deputy Chief Executive of WIGJ, who leads WIGJ’s Mentoring Sub-Group.

There will be 30 experienced video games professionals from a range of top video games companies – including Unity Technologies – who will provide mentoring support to attendees in the form of 15-minute taster sessions at the pop-up event. When registered, attendees will be able to select from a range of key mentoring themes for their session including: technical; QA; art; creative; animation; audio; production; career development and business development. Unity Technologies will also have their own team of “Unity Gurus” mentors providing mentoring taster sessions at the event. This is an open event for both women and men. To register click here.

“We’re delighted to be partnering WIGJ in this mentoring pop-up event at Develop”, said Morrissey Williams, Regional Business Development Manager (UK & Ireland) for Unity Technologies. “We want to attract more women to work in this industry. Maintaining a good gender balance is an important focus for us. As a truly international company spanning 23 countries, our success relies on having happy, diverse teams.”

“We’re thrilled to have Unity Technologies partnering us in this exciting event”, said Marie-Claire Isaaman, CEO of WIGJ. “We are so grateful to the many videogames professionals who are giving their time freely as mentors. Having industry support like this brings our long-term goal of developing and retaining female talent in the games industry that much closer.”

The WIGJ/Unity mentoring pop-up is included in the Develop 2017 fringe events programme. Ali Fearnley, Conference Director for Tandem Events, the organisers of Develop: Brighton 2017 commented: “We are really excited to hear that WIGJ and Unity are staging this mentoring pop-up during Develop. We hope this will be the start of many such events at Develop in future years.”

Women in Games launch Ambassadors programme, sponsored by Google’s Women Techmakers

WIGJ_logo_primary_AmbassadorWomen in Games announces the launch of its Ambassador programme, sponsored by Women Techmakers, with 43 individual Ambassadors from across the UK and Europe supporting women and girls in understanding the games industry and the opportunities there are within it. The Ambassador programme from Women in Games exists to grow the membership of the organisation, to help it increase the reach and scale of its programmes and help it achieve the strategic goal of doubling the number of women in games over 10 years.

Ambassadors are expected to reach out to young women at school, college and university locally in their region to encourage them to consider the games industry as a career. They will also reach out to the local public, regional industry and educational leaders and local government to form partnerships and long term strategic relationships.

Google’s Women Techmakers initiative provides visibility, community, and resources for women in technology, implementing global scalable initiatives to support and empower women in the industry.

The first Ambassadors for Women in Games are announced today as Alex Jones, Jade Leamcharaskul, Amelia James, Rhoda Daly, Steph McStea, Leoni Smith, Rory Jackson, Terri Mardel, Alex Grahame, Catherine Woolley, Jessica Curry, Adrienne Law, Amanda Blatch, Amrita Bharij, Amy Parish, Amy Yu, Ashley Riza, Becky Jowsey, Bex Edmondson, Carleigh Morgan, Chella Ramanan, Gareth Johns, Hazel Turnbull, Jess Magnus, Jodie Azhar, Karen Cham, Karen Hedger, Kate Killick, Laurence Bouvard, Liz Mercuri, Lorraine Ansell, Maria Fernandes-Hermida, Martine Spaans, Michael Corinus, Michelle Tilley, Monique Boddington, Nida Ahmad, Nika Dvoravic, Rachael Gregg-Smythe, Sandra Chau, Sharon Toliani-Sage, Tabitha Huchon and Timea Tabori.

Marie-Claire Isaaman, CEO of Women in Games commented: “We are delighted to have the support of Google’s Women Techmakers for the launch of our Women in Games Ambassador programme. During our 2016 European Women in Games Conference I ran a workshop to initiate this scheme and the enthusiasm and drive of the individuals who attended was extraordinary. We are extremely excited to see what our Ambassadors will achieve and confident that this initiative will have substantial impact in supporting us with our strategic goals.”

Rupert Whitehead, Developer Relations Programs Lead, UK, Ireland and Netherlands at Google said: “Women Techmakers and Google are proud to support the Women in Games Ambassador programme. This will grow awareness of the amazing variety of opportunities that are available for women in technology in what is a thriving and creative games industry. Seeing women already in these roles sharing their story is a powerful way of achieving this.”

Over 5000 join the Women in Games Professional Network. Join us today!

LinkedInJoin over 5000 women and allies of women in games in the professional network for women in video, mobile, online games & eSports. If you work or want to work in the games or esports sector and you are a member of LinkedIn, you can now get together with others who share the same interests. It’s free. Don’t miss out on the inside track.

Please link through to Start a discussion, share news! Just join the group and start networking. Good luck.

Io-Interactive, Paradox, Techland and Wooga become Women in Games Corporate Ambassadors

Wooga Paradox and Io Corporate Ambassadors with WIGJ

Women in Games, the not for profit, games industry diversity organisation, today announced the names of the first companies to be appointed as Corporate Ambassadors.

Women in Games is recruiting a number of Corporate as well as individual Ambassadors to support the growth of the Women in Games organisation, to help the organisation increase the reach and scale of its programmes and help it achieve the strategic goal of doubling the number of women in games over 10 years

Ambassadors will reach out to women in all cities and regions of the UK and Europe and grow the Women in Games network. They will reach out to young women at school and university to encourage them to consider the games industry as a career. They will also reach out to regional leaders and governments to form corporate partnerships and long term strategic relationships.

Corporate Ambassadors are leading games companies in Europe with a professional standing in their country and a commitment to engage and promote more diversity.

The first 4, founding corporate Ambassadors are:
Io-Interactive from Copenhagen, Denmark
Paradox Interactive from Stockholm, Sweden
Techland from Wroclaw and Warsaw, Poland
Wooga from Berlin, Germany

At last week’s European Women in Games Conference representative from the four companies were invited on stage to introduce their companies. Pictured with David Smith from Women in Games from left to right are Henriette Lønn Jenssen, Junior Sound Designer and Sidsel Marie Hermansen, Game Designer from IO Interactive, John Hargelid, CIO from Paradox Interactive and Marie-Blanche Stossinger from Wooga. Also present but not pictured was Paulina Basta, Head of HR from Techland.

“I am convinced that only the most diverse team can deliver the best possible product for our global audience”, commented Jens Begemann, founder & CEO, Wooga. “We’re honoured to serve as a corporate ambassador for Women in Games and are looking forward to supporting the many extremely talented women we already have in our industry as well as showcasing the games industry as an excellent career option for girls and young women.”

Nikola Nielsen, HR Manager at Io-Interactive commented: “We are delighted to be able to support Women in Games and help promote diversity in our wonderful industry to the next generation of game creators. This is a great initiative and one we are very passionate about.”

Fredrik Wester, CEO of Paradox Interactive said “Our philosophy is that by bringing people with different backgrounds, competences, experiences and ideas together, we will continue to grow as a successful industry. An industry that today is present in every aspect of society.”

Paulina Basta, Head of HR at Techland commented: “Techland is very proud to be a part of this Women in Games initiative. Diversity and inclusion topics are very close to our hearts and we are eager to promote the idea in our company and our part of the world.”

David Smith, Founder of Women in Games, said: “Women in Games is delighted to partner with these 4 Founding Corporate Ambassadors. We look forward to working with these companies to further diversity across Europe in the months and years ahead.”

Creative Skillsets Employment Census 2015 for games and other Creative Media sectors now published

creative skillset
Did you complete Creative Skillset Employment Census for games and all other Creative Media sectors launched in September of last year ? 657 employers or organisations did.

We know this as the results have now been published on the Creative Skillset website without any fanfare at

The finding are remarkable and critical to all bodies interested in employment and the makeup of the Creative Media sectors. No press release has been issued by Sector Skills Council, Creative Skillset to signal that the numbers are in the public domain. But we should be grateful that the numbers have been crunched and made available on their web site. Creative Skillset has been publishing these surveys since at least 2006. They are to be commended for working on this survey every 3 years to bring to the UK the results that are so important in understanding how industries are growing and creating wealth with analysis on the representation of women and Black Asian and Minority Ethnic (BAME) talent, the workforce by region and freelance employment status. Most European counties do not collect this data at national level and are unable to formulate and measure the effects of policy impacting at sector level.

Women in Games has reproduced below 2 tables from the Survey and has commented on possible headlines in the 2015 data. In understanding the data, there are some health warning on comparative data because of a change in methodology and weighting compared to previous Employment Censuses. To underline this, what started out as the regular 3 year Employment ‘Census’ when launched in the autumn of last year has now been renamed the 2015 Employment ‘Survey’. The Key Findings published by Creative Skillset have included comparable figures from the 2 previous surveys for reference so we will be including and commenting on trend data. Often this is the most interesting analysis. The 2015 will be the most reliable data ever published as it is clear that more and more effort has been put into tying the numbers down. Only 371 organisation responded to the 2012 Census in comparison. Just bear in mind that the data in previous years – which was thought to be the best data available at the time – will not be quite as robust.


  • The 7 Creative Media Sectors in the UK – TV, Radio, Post Production, Film, Animation, VFX and Games – employed 147050 in the autumn of 2015.
  • The TV Sector in the UK is the largest of 7 Creative Media Sectors employing 58650 which is 40% of the total in Creative Media.
  • The UK Film Sector now employs 38150 and is second biggest employer in the Creative Media sector behind the TV sector.
  • TV and Film combined employ almost 97000 people or 2/3 of the Creative Media sector.
  • After TV & Film, 5 sectors, Radio, Games, VFX, Post Production and Animation, are each reported to employ between 13550 and 7750 in their own right.
  • Games is now the fourth largest employer after TV, Film and Radio and at 10300 has almost doubled in size since the last Survey in 2012.
  • VFX employs 10000 in UK and like Games with 10300 is growing employment faster than any other Creative Media Sector.
  • Employment in UK Radio, 13550, and Post Production, 8560, has not changed significantly in the last 3 years.
  • The number employed in Animation sector in UK at 7750 makes it is the smallest Creative Media sector but it has grown substantially since 2012.
  • 39% of those employed in 7 Creative Media Sectors in UK – TV, Radio, Post Production, Film, Animation, VFX and Games – are women, 57800 out of a total of 147050. k
  • The Terrestrial Broadcast subsector of TV in the Creative Media industry in UK is the first to achieve parity in the workforce – 50% men and 50% women in the history of the Creative Skillset Census.
  • The representation of women in the Cable and Satellite subsector of TV at 32% is substantially below the TV subsectors of Terrestrial Broadcast (50%) and Independent Production (47%)
  • TV and Film combined employ almost 42600 women which is 73% of women in Creative Media industry. #employment #CreativeCensus2015
  • More women are employed in Radio 46% than TV 45% and Film 43% but these sectors employ substantially more than the newer industries of Animation 30%, VFX 26%, Post Production 24% and Games 19%.
  • The games industry continues to employ the fewest women in Creative Media Sector but the growth in recent years is remarkable with almost 2000 now making games compared to 400 in 2009.
  • There are more women working in Television in the UK than all the men working in the Games, VFX and Animation industries combined. #diversity #CreativeCensus2015
  • Just 7% of those employed in 7 Creative Media Sectors in UK – TV, Radio, Post Production, Film, Animation, VFX and Games are men and women of colour compared to 13% of UK population
  • 9% of those employed in TV and Radio sectors in the UK have BAME heritage which compares with BAME groups representing 10% of the UK workforce and 35% of London’s workforce.
  • There are more people with BAME heritage employed in the TV sector in the UK, 5200, than all the 6 other Creative Media sectors combined.
  • 4 sectors of the Creative Media Industry – Film, Post Production, Games and Animation employ 1 in 20 people of colour or less, compared to all other industries where the average level of employment is 10% or 1 in 10.
Extracts from 2015 Employment Survey for Creative Media Industries from Creative Skillset published March 2016.
Sector Total Employment Women % Women Employment~
2009* 2012* 2015 2009* 2012* 2015 2009 2012 2015
TV – Terrestrial 15750 16650 19350 48% 49% 50% 7600 8200 9700
TV – Cable/Satellite 12700 12300 12000 36% 33% 32% 4600 4100 3800
TV – Independent 21700 21650 27300 38% 48% 47% 8200 10400 12800
Total TV 50,150 50,600 58,650 40.7% 44.9% 44.8% 20400 22700 26300
Radio 19900 13500 13550 47% 47% 46% 9400 6300 6200
Post Production 7450 8900 8650 12% 31% 24% 900 2800 2100
Film – Production N/A N/A 14600 34% 5000
Film – Sales 1200 1200 6100 41% 51% 48% 500 600 2900
Film – Exhibition 17650 17700 17450 43% 46% 48% 7600 8100 8400
Total Film 18850 18900 38150 42.7% 8100 8700 16300
Animation 4300 4600 7750 19% 40% 30% 800 1800 2300
VFX 6900 5300 10000 28% 19% 26% 1900 1000 2600
Games 7000 5500 10300 6% 14% 19% 400 800 2000
Total 114,550 107300 147050 39.3% 41900 44100 57800
* 2015 Survey data was collected and analysed differently so previous years included for reference.
~ Rounded to nearest 100
Sector Total Employment BAME % BAME % BAME % BAME Employment~
2009* 2012* 2015 2009* 2012* 2015 2009 2012 2015
TV – Terrestrial 15750 16650 19350 9.3% 9.5% 9% 1500 1600 1700
TV – Cable/Satellite 12700 12300 12000 12.3% 9.5% 13% 1600 1200 1600
TV – Independent 21700 21650 27300 7.0% 5.0% 7% 1500 1100 1900
Total TV 50,150 50,600 58,650 9.2% 7.7% 8.9% 4600 3900 5200
Radio 19900 13500 13550 7.9% 8.1% 9% 1600 1100 1200
Post Production 7450 8900 8650 5.5% 6.0% 5% 400 500 400
Film – Production N/A N/A 14600 3% 400
Film – Sales 1200 1200 6100 6.9% 3.4% 8% 100 0 500
Film – Exhibition 17650 17700 17450 4.5% 4.5% 4% 800 800 700
Total Film 18850 18900 38150 4.2% 900 800 1600
Animation 4300 4600 7750 2.2% 3.5% 3% 100 200 200
VFX 6900 5300 10000 8.2% 1.0% 7% 600 100 700
Games 7000 5500 10300 3.0% 5.0% 4% 200 300 400
Total 114,550 107300 147050 6.6% 8400 6900 9700
* 2015 Survey data was collected and analysed differently so previous years included for reference.
~ Rounded to nearest 100


In the original report there is additional analysis that looks at the proportion of women and BAME groups in the strategic management or executive teams in the 7 Creative Media sectors. We have not reproduced these here as it looks misleading, certainly for the games sector and possibly for most groups. The numbers are statistically correct reflecting the responses for this particular survey question. What does not look to have been taken into account is the large number of respondents who have skipped the question on the grounds of it being difficult or even too embarrassing to answer. If those skipping the question had all answered nil, the average would have come down significantly. It is just not our experience that almost 3 in 10 of every games team at executive level are women.