Party, but for whom? Accessibility, inclusivity and equity in Finnish game industry events
Keywords:
diversity, inclusion, events, dei, game industry, game production, disability, alcohol usage, gender, social networks, social discomfortAbstract
Game industry events are key venues for networking, career advancement and information exchange for industry members. However, these events are not always accessible, inclusive or equally available to all participants. This research examines barriers to attendance through an inclusion framework that emphasises individuals' needs for both belonging and uniqueness. Moments of exclusion, differentiation, and assimilation are analysed using survey data and interviews collected from members of the Finnish game industry in 2023, alongside an exploration of how class relations become visible through event experiences. Moving beyond the documented issues of gender-based exclusion, the study expands the discourse by identifying additional forms of marginalisation affecting participation in industry events, such as geographic location, socioeconomic status, disability, sobriety, social discomfort, and professional seniority. The findings contribute to academic discussions on local game production and offer recommendations for fostering more inclusive industry events.Downloads
Published
2025-06-16
Bibtex
@Conference{digra2457, title ="Party, but for whom? Accessibility, inclusivity and equity
in Finnish game industry events", year = "2025", author = "Myöhänen, Taina", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/2457}", booktitle = "Conference Proceedings of DiGRA 2025: Games at the Crossroads"}
Proceedings
Section
Papers
License
© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
allowed, commercial use requires specific permission from the author.