E3 is positioned in inclusion: it's not just about games, it's also about players, and everyone is welcome

E3 is positioned in inclusion: it's not just about games, it's also about players, and everyone is welcome

Video games are not an exclusive club that only a select few can play and enjoy. There is no player, and this year, E3 has done its best to celebrate diversity and inclusion in the game, reminding everyone that regardless of race, gender and ability, they can be a player and a welcome part of the game. community.

Some of the highlights of E3’s inclusion efforts included a mental health support panel: How to Play, a Young Entrepreneurs in Gaming Board, a Black Representation Board in Gaming, and an Accessibility Panel in a game. E3 also hosted a special panel called What the Vox: Wonder Women in Voice Acting featuring women artists aloud from various popular games.

The deepest immersion in inclusion was perhaps the Take-Two Interactive Dashboard on Diversity, Equity and Inclusion. This extensive panel explored various efforts the publisher makes in inclusion, from addressing systemic discrimination issues, addressing recruitment taking into account diversity, and providing a variety of programs to foster a more diverse gaming community, not not only of players, but also of creators.

Alan Lewis, vice president of corporate communications and public affairs at Take-Two Interactive, began by discussing Take-Two's interest in providing opportunities for young people to become game creators, from need-based financial support to to internships and mentoring within the company.

After that, the panel opened with guests focused on diversity and inclusion efforts for the gaming industry. Jim Huntley, a professor in the USC Games program, discussed opportunities and scholarships, such as the Gerald A. Lawson Endowment Fund for Black and Indigenous Students, available to students to provide them with training and resources. they need to access the gaming industry. But he suggested the need to provide resources and encourage inclusion at younger ages.

This is where Games for Change by Susanna Pollack and Girls Make Games by Laila Shabir take part. Susanna Pollack commented on how Games for Change provides opportunities for primary school students in Title 1 schools to explore the gaming industry, providing valuable STEM skills and letting children see a career path for themselves in games. Laila Shabir, the creator of Girls Make Games, expressed the importance of creating cozy spaces for girls to explore games with each other, rather than letting them feel like outsiders at events where they could be the only girl. The program also allows them to see gaming professionals so they can better imagine a future in themselves.

This was just one part of Take-Two and E3's focus on inclusion and diversity in gaming. And, as the gaming industry grows to provide interactive experiences to a growing number of gamers with games that tell more diverse stories from the unique perspectives of new creators, you can be sure that this emphasis on inclusion is just the beginning of 'a positive change for the gaming industry to provide a more welcoming environment for all the people who do it right now and who can make it even bigger in the future.

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