iGB Affiliate 72 Dec/Jan 2019 | Page 53

INSIGHT standing pledge to achieve a 50/50 gender balance at all levels of the company by 2020. The numbers All that said, All-In’s first report proves that while the gaming industry might be regarded as archaic and seedy by those who are unfamiliar with its scale and variety, some quarters are making strides in improving diversity and inclusion, while others are at least willing to challenge the ‘pale, male, stale’ stereotype. The topline figures, while drawn from a small pool, are hopeful. Overall the gender split within the 25 firms that opted to complete All-In Diversity’s first questionnaire was 53.4% male and 46.5% female – closer to equal than some may have anticipated. Moreover, 21% of employees in tech roles identified as female, which is higher than the US average of 19% and 17% in the UK. Women were also found to make up 28% of non-executive director positions among the firms that reported, which is greater than the 18% reported in the US and 26% in the UK. The focus of the first survey was on gender equality but in future that will be expanded to cover ethnic diversity, sexuality and disability, as well as mapping gender demographics. As a small word of caution, we have to assume that answers in this survey will skew slightly positive as a result of them coming from the first 25 firms to volunteer to participate. It is likely, one must assume, that these companies are already onboard with the cause. In fact, the survey reveals that is likely the case with this group. Half of the respondents said that they already educate staff about bias, while 38% said they offer information on training and leading diverse workforces. The summary of scores on the first ranking shows that 59% of participants scored above average, suggesting that this first group is on average more engaged with diversity and inclusion than may be the case more generally. The group was also broadly from western Europe, with 60% operating primarily in the UK. As such, it can be assumed that the majority of the reporting firms align with Western values, regulations and business practices. Most of the reporting countries require businesses to operate an equal opportunities policy, for example. It is critical, therefore, that more businesses step up to take part in future surveys and broaden the pool from which this data is being drawn. Describing IGT’s reasons for becoming a founding member of the project, vice president of diversity and inclusion Kim Lee said, “This inaugural All-Index report is a valuable tool for IGT and other industry members committed to diversity, inclusion, and equity in our industry. Beyond the data, All-In has created a platform and forum to engage with all stakeholders on the critical issue of ensuring the global gaming industry reflects our evolving global player base. “Diversity, inclusion, and equity are no longer nice to have as initiatives for our industry, they are critical, and All- In’s inaugural report helps to provide organisations with tools to make this a priority.” Last year’s headlines proved that sensibilities around this subject are changing rapidly across all industries. Now really is the time to take action on inclusivity and prove that gaming can foster inclusive working environments and attract the best talent from all backgrounds. iGB Affiliate Issue 72 DEC 2018 / JAN 2019 49