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