A bit of a long shot posting this here, but if anyone knows anyone in Ireland who might be interested in this career development course Ardán are urgently looking for more applicants for this course. They have postponed it due to not enough eligible applications and they have asked me to help signal boost: https://ardan.ie/funding/games/sparks-game-changers-by-ardan-code-coven-applications-open/
🎮 Le migliori 6 eroine dei videogiochi moderni combattono con stile e coraggio! #GamingQueens #WomenInGames 💪
🔗 https://www.spaziogames.it/speciali/le-6-migliori-eroine-dei-videogiochi-moderni
You want #cozy #wholesome games, why not try #AThousandBees? It will release on April 8th. Play the #demo now on Steam:
https://store.steampowered.com/app/4281370/A_Thousand_Bees/
#miat #nextfest #snf #indiedev #solodev #spiele #zocken #gemütlich #hygge #freedemo #womeningames
Women in Games lancia un manifesto per l'uguaglianza di genere nell'industria dei videogiochi, evidenziando il divario lavorativo e l'importanza dell'inclusione. #Notizievideogiochi #gamingnews #Videogiochi #WomeninGames
👉 https://www.absolutegamer.it/women-games-lancia-manifesto-equita-genere-industria-videogiochi/
"The Spirit in the Door" – out now! https://ranarh.itch.io/the-spirit-in-the-door
The first game in the original high fantasy setting Genius Loci.
An enigmatic map sends you across a continent. Mount up, make friends, battle cultists, and save the forces of nature!
#tsitd #miat #geniusloci #textadventure #indiegames #itchio #indiedev #gamerelease #newgame #gamedev #womeningames
Meet Mia Consalvo, Professor of Communication Studies at Concordia & Canada Research Chair in Game Studies & Design. Her lab studies video games, the people who play them, and the game industry.
One of her team's latest projects, Measure Up, is a thought-provoking game that looks at the impossible societal expectations placed on women regarding their clothing.
https://www.youtube.com/watch?v=IlRed1iIgpo
#ConcordiaUniversity #GameStudies #WomenInGames #DigitalCulture #GenderAndMedia #CommunicationsStudies
The Hidden Hurdle: New Study Finds Nearly a Third of UK Women Feel ‘Gamer Guilt’
A new academic study has uncovered a significant, often unspoken, barrier to engagement within the games market, finding that nearly a third of female players in the UK feel a sense of ‘gamer guilt’ about their hobby. This vital research provides critical market intelligence for the entire industry, highlighting deep-seated societal pressures that directly impact how a huge segment of the audience interacts with games.
The research was recently detailed in an article on The Conversation, authored by Steph Rennick, a Philosopher & Lecturer in Interactive Media at the University of Stirling, and Seán Roberts, a Lecturer in Linguistics at Cardiff University. It explores the phenomenon of gamer guilt, revealing the complex motivations and pressures that shape the playing habits of women.
For the global games industry, which continues to navigate a volatile market and seeks to better understand its player base, these findings are not just an academic curiosity – they are a direct call to action.
The Data Behind Gamer Guilt
The study provides specific data that paints a clear picture of the challenge. Of the women surveyed in the UK, 29% reported feeling guilty when they spent “too much time” playing games.
When asked what they felt they should be doing instead, the answers pointed directly to societal pressures and traditional gender roles:
Crucially, the study also found that 30% of women felt the need to actively justify their gaming hobby to others, indicating a persistent social stigma.
Gamer Guilt: An Essential Insight for Developers Worldwide
This data presents a direct challenge to how games are designed and marketed. The feeling of gamer guilt represents a fundamental friction point that can impact everything from session length and retention to a player’s willingness to spend money. The study prompts developers to ask critical questions about industry practices:
For any studio, overcoming this “guilt” barrier is not just a social issue; it’s a commercial one. A player who feels good about the time they spend in a game is one who is more likely to stay engaged, recommend it to friends, and become a long-term, loyal supporter.
A Mirror to the Industry
The study’s findings also serve as a powerful mirror to the challenges faced within the games industry itself. The societal pressures that contribute to gamer guilt among female players – expectations around productivity, caregiving, and the “right” way to spend one’s time – are the same pressures that can impact work-life balance for those working within studios.
It reinforces the critical importance of fostering inclusive, supportive, and flexible working environments. If a significant part of the audience feels these pressures, it stands to reason that many people working within the sector do as well.
Ultimately, this research is a powerful argument for the commercial and creative importance of diversity within development teams. Studios with a wide range of lived experiences are far better equipped to understand these complex player motivations and design games that resonate with the broadest possible audience. This study provides not just data, but a clear call to action: to build better games, the industry must first build a deeper understanding of all its players.
#diversity #GamerGuilt #games #scotland #StirlingUniversity #womenInGames
Tomorrow, I sit down with Jennevieve Schlimmer of Short Leg Stufio to talk Plant Therapy. Her honesty, strength, and journey as a dev made this one unforgettable. Join us tomorrow as we continue this Seattle Indies Spotlight!