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    Is the UK’s Video Game Industry Facing a Class Divide? Experts Weigh In

    July 16, 2025 Tech No Comments4 Mins Read
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    The current discourse surrounding the UK video game industry has increasingly spotlighted potential social class issues, igniting a much-needed conversation about inclusivity and access. Events like the Develop:Brighton conference have brought to the forefront concerns about the representation of working-class and low-income individuals. A notable perspective on this topic comes from Chris Goodyear, a producer focused on improving accessibility in gaming. He expressed a dire concern stating, “I’m scared for the future of games,” foreseeing a tendency towards exclusivity reminiscent of traditional theater, where access becomes a privilege rather than a right.

    The inaugural meet-up dedicated specifically to the working-class demographic in the gaming community occurred at Develop:Brighton and was spearheaded by the non-profit entity, Into Games. Founded by Declan Cassidy in 2019, the organization aims to champion underrepresented groups within the industry. Over time, the organization has refined its focus to address social mobility issues, recognizing a gap in support for those from lower socio-economic backgrounds. In their latest report released in 2024, Into Games highlighted a significant influx of individuals from these backgrounds into game-focused educational pathways, yet the retention rate into job placements remained alarmingly low. Declan Cassidy emphasized this disconnect, asserting that despite the initial interest, “They’re being failed at the last hurdle.”

    This challenge underscores the significant barriers that continue to hinder entry into the gaming industry for those from lower socio-economic statuses. The report cited various obstacles, including geographical location, financial constraints, cultural capital, and inadequate professional networks that contribute to a feeling of alienation, with 59% of participants reporting experiences of being “othered” throughout their careers. Will Luton, founder of Village Studio Games, shared his personal experiences at the conference, noting instances of “overt discrimination” linked to his working-class background. His admission reveals a broader issue where individuals sometimes feel compelled to alter their communication styles to hide their origins, indicative of the deeply entrenched class distinctions that persist in the industry.

    Interestingly, the report pointed out that the gaming sector has a significantly lower percentage of professionals from lower socio-economic backgrounds—just 13%—compared to 29% in the film and television industry and 22% in music and the visual arts. Nick Poole, the head of the UK games industry body known as Ukie, corroborated this sentiment by stating that while creative talent is abundant, opportunities to translate that talent into careers often fall short. “If you’re going to tell real stories, people who are young, gifted and broke need to be able to find their way into the industry,” he asserted, indicating a call to action for the sector to reevaluate its access protocols.

    In response to these evolving discussions, Cassidy stated that Into Games aims to strategically support working-class individuals across six primary UK locations over the next five years, including Birmingham, London, and Manchester. Key initiatives will involve outreach programs in schools, government-funded training, and paid internships that would bolster career pathways for prospective talent from these communities. Cassidy’s ambitious target is to increase the representation of working-class individuals in the UK games industry by 50% by 2030, a goal that he believes could yield significant benefits for game studios in cultivating a more diverse and dynamic workforce.

    As the dialogue about socio-economic barriers intensifies, the push for more comprehensive solutions becomes ever more critical. The gaming industry could benefit immensely from embracing diversity not only to fulfill a moral obligation but also as a means of fostering a richer tapestry of narratives and experiences in the games they produce. With dedicated efforts from organizations like Into Games and advocacy from industry leaders, there lies a hopeful potential for transformative change in the gaming landscape, one that endeavors to create space for all voices, irrespective of their socio-economic backgrounds.

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