NCSoft president: “The games industry’s evolution towards acceptance and diversity is ongoing”

The commercial video game industry is more than 50 years old, but there is still a sense that it is struggling to find acceptance among the general public, at least compared to television and film.

While negative media coverage from traditional publications or attacks from politicians may be less common than in decades past, the industry still attracts scrutiny (these days, it’s most often over loot boxes and monetization, or concerns around addiction). But the situation is improving overall, and countless industry members and organizations are doing their part to demonstrate the benefits that video games bring to people’s lives.

One example is Push Play: Gaming for a Better World, a book published in March and written by Songyee Yoon, president and chief strategy officer of NCSoft. The title explores the many positive aspects of playing video games, why they have become so popular, and how the industry can overcome some of the biggest challenges it faces.

Speaking to us recently, Yoon encourages the gaming industry to find more ways to highlight the great work it does, rather than focusing primarily on defending the medium.

“Play is an integral part of human evolution and learning,” he says, mentioning that this is a theme he addresses in his book. “Video games, being the most refined form of play of our time, have much to offer. Rather than focusing on what video games are not, it is more effective to show their true essence. The industry’s effort to create a more diverse range of games, beyond the merely violent and intense, will help show the broad spectrum of video games as an expression of creativity.”

He points out, like so many others, that both cinema and television have already gone through this battle, especially when the first films emerged at the end of the 19th century and beginning of the 20th century.

“They were often dismissed and not considered a legitimate art form,” Yoon says. “They were seen as technological novelties or business gimmicks without established standards or critical frameworks in place.”

“This is similar to the current perception of video games. There is a significant gap in understanding between those who grew up playing video games and those who did not. Video games often become the subject of sensationalist media coverage that highlights extreme cases involving addiction or violent behavior. Given that it took decades for movies to be accepted as an art form, it is likely that video games will also need more time to be recognized as a valid creative medium.”

“Given that it took decades for movies to be accepted as an art form, it's likely that games will also need more time to be recognized as a valid creative medium.”

Yoon warns that if the discourse around gaming often focuses on negativity, it can discourage people from pursuing careers in the industry “as they might perceive it as less legitimate or respected than other fields.”

“We noticed a change when NCsoft launched its baseball team,” he adds. “As the company gained recognition for being big enough to own a professional baseball team in Korea, parents became less averse to the idea of ​​their children starting a career in a gaming company.”

She suggests that highlighting the breadth of career opportunities can help with this, as well as encouraging people from different disciplines to consider a career in games. NCsoft has had some success with this by reaching out to graduates who specialise in a subject that wouldn’t initially be associated with game development. For example, the studio has found that hiring philosophy graduates can help with world-building in its games, as they bring “creative insights from different worldviews”.

Yoon's book also looks at another problem in the industry: the predominance of men in the workforce. The NCsoft boss stresses that this “often creates an undesirable environment for women and other underrepresented groups,” reinforces gender stereotypes, and discourages young women from pursuing careers in gaming.

“If the majority of games are made by predominantly men (or any other majority demographic), the overall cultural expression of the medium becomes homogenized and there is less personal resonance for people who want to make game creation their career.”

Yoon encourages inclusive hiring practices (something we’ve discussed through the GamesIndustry.biz Academy on multiple occasions and will continue to do at our HR Summit in September), as well as investing more time and resources into mentoring for women and other underrepresented groups. She also emphasises the importance of diversity within games themselves. In the book, she recalls how, even in 2017, she had to go to great lengths to get an equal number of female and male avatars in Lineage 2.

She adds that highlighting female role models in the industry will also help, but this raises a long-standing concern: is there pressure on successful women already in the industry to put themselves out there to inspire future talent? Not everyone is comfortable with that level of attention, regardless of demographic, so it is perhaps unfair to put the onus on women like Yoon to become the face of the solution.

Yoon acknowledges that this pressure is certainly present, adding that while this “can be empowering and have a positive impact,” the responsibility of representing one’s gender can be a burden for some and potentially overshadow their career achievements.

“We must recognise and celebrate the achievements of women in the industry. At the same time, it is critical to ensure that the responsibilities of mentorship and representation are shared and collectively supported by the entire industry.”

“If most games are made by men, the overall cultural expression of the medium becomes homogenized.”

She discusses the myriad challenges the industry faces in diversifying its workforce: overcoming existing biases and stereotypes, solving workplace culture issues, combating harassment, improving under-representation, and so on. These, she adds, are exacerbated by a “pool problem” when it comes to future talent.

“Fewer women and underrepresented groups are encouraged to study STEM and creative careers related to gaming from a young age,” she says. “It is critical to implement outreach programs that engage schools and communities and encourage a broad range of students to consider careers in gaming. Partnering with organizations that champion diversity in technology can further promote a more inclusive talent pipeline.”

These issues have been actively discussed in the industry for years and Yoon reminds everyone that solving them takes time. But he remains confident that the industry will get there and reminds industry professionals that it won’t just be major changes that will lead to a better future for the business.

“The gaming industry’s evolution towards greater acceptance and diversity is ongoing,” she concludes. “Every step that individuals, businesses and communities take helps build a more inclusive and innovative future. By recognizing the positive effects of gaming, promoting diverse voices, and cultivating a culture of respect and collaboration, we can ensure the growth of the industry.”

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