Houston; we have t-shirt 2

What exactly is game design? What do you teach in your programs? What is it that you do?
Questions we get more often than we want. And now we have an answer in physical form.

New T-shirts 2013

What is it that we do? We…

  • … build worlds
  • … tell stories
  • … engage audiences
  • … empower players
  • … provide escapism
  • … make dreams

These things and many many more, are all part of our programs and in the subject of Game Design.

Hope you like these. Add your own “game design is x” in the comments!

And check out our previous t-shirt design here. And as always; Game Design students can sign up to let us restock on t-shirts.

Equalising the Industry

Gotland Game Conference 2013 Flyer

In possibly the most important piece you’ll read on Gamasutra in 2013, the editorial staff of the Game Developer magazine shared their view of current trends and the future of the international games industry. They dedicate an entire page to “New Voices for Video Games”.

What they say carries such an overwhelming synchronicity with what we do that we’re simply going to let them speak for us. We’ve quoted the entire page here, adding links to the lectures we had at the Gotland Game Conference a month ago.

Over the past year we’ve seen conversations about inclusion, diversity, and the game industry pop up at trade shows and conferences, on web sites, forums, Twitter, and just about everywhere else. This is – as Sheri Graner Ray reminded us – not a new conversation, though it is perhaps louder now than it has been in recent memory.

The annual Game Developer Magazine’s Salary Survey pegs the gender ratio in the game industry at about 89 percent male, give or take a point or two. For comparison’s sake, a 2011 report by the U.S. Department of Commerce called “Women in STEM: A Gender Gap to Innovation” found that women held 24 percent of STEM jobs (science, technology, engineering, and mathematics), and 27 percent of jobs specifically categorized as “computer science and math.” The game industry’s gender ratio is twice as bad as the overall STEM fields’ ratio.

This is a problem. There is no legitimate normative reason why creating video games should be overwhelmingly a function performed by men. Fortunately, we’re beginning to see the barriers to creating, distributing, and playing games come crumbling down, which has given rise to quite a few new groups of people making and playing games. What’s more, these new voices in video games are often making games for themselves and each other, which serves to expand the medium’s potential both from a creative aspect (discovering new messages and mechanics) and a business aspect (popularizing video games as an entertainment form to new consumer demographics, and deepening games’ reach for a higher yearly per-person spend). It’s good for everyone, and it’s good for games.

The barrier to entry isn’t technical; it’s cultural. We take it as a basic truth that people get into our educations and this industry in order to make games that they themselves would like to play. When the industry is historically composed of young men making games for other young men to play, you end up creating a culture around the medium that is also by men, for men. And, at its worst, this culture can be insular, defensive, exclusionary, and downright nasty when prodded to change its ways. Thus far, games have done an excellent job of making money. As an industry, we’ve eclipsed both recorded music and Hollywood — but as a medium of mass communication it still isn’t taken very seriously.

As long as game development is primarily the domain of young men, we don’t see this changing significantly.

At the Gotland Game Conference 2013 we framed this conversation strictly in terms of gender, but the same is true for sexuality, race, economic class, and so forth. It’s no coincidence, I think, that criticism of game industry’s same-ness, particularly in the triple-A mainstream, has continued to grow louder as we’ve seen more not-white, not-male, not-straight, not-middle-class people start to make games. And when I look at the devs that are admired within the industry — the people who do the creative work that inspires us to do better — I’m seeing that more of these folks are the not-white, not-male, not-straight, not-middle-class people who are gradually making games their medium, too.

As a trend, we expect this to continue in fits and spurts, and we’re looking forward to that. However, it would be negligent to assume that this trend will continue without asking that people continue to work hard to make the game development community more supportive and welcoming.

We all owe it to ourselves, our colleagues, and our community to make video games as accessible and open as possible, however we can. This could mean initiating and encouraging institutional changes, system design and ideological shifts to further break down these walls; or, perhaps, we can just start by scrutinizing our own individual behavior and attitudes and systematically eliminating the ones which may cause ourselves or our colleagues to behave like assholes despite our best intentions.

===
Gotland Game Conference 2013 was us, publicly, joining the conversation. Of saying out loud what we have been teaching. But it was just the opening. To just run a conference and rest on our laurels would be tantamount to doing nothing at all. Anyone can run their mouth off, but things have to change.

So our second line in the conversation is joining Genusföretagarna – allowing us to learn from people who have direct knowledge and understanding of gender inequality issues, and ways of combating them.

And our third is joining the Swedish Game Industry-group. This gives us a wider platform to share what we know, and to present this information to a wider audience – outside of academia.

So. We’ve just started talking. Why not have a conversation with us?

Pwning the Swedish Game Awards!

Oh, you didn’t attend the Swedish Game Awards Ceremony 2013?

Let us fill you in: there were 95 entries from almost every game education in the country this year. Three teams from Gotland University.

Guess how many of ours were awarded?

All of them!

Read that again with me. All. One hundred percent success rate. One, zero, zero percent.

Our slightly disturbed game design maestro, Marcus Ingvarsson, were so kind as to record the proceedings. Here’s his compilation of the important bits – when our student projects King of the Thrill, Little Warlock and Fly or Die received their awards in Stockholm last night.

And as if that’s not enough, we had GAME Alumni and two time Game of The Year-winner Teddy Sjöström on stage to hand out the GotY-award.

The award was given out by Teddy Sjöström, GAME alumni and two time Game of The Year-winner!

All in all, this year saw a great competition and a great event. Hot on the heels of the Gotland Game Conference I couldn’t imagine a better start of the summer. 🙂

In the quiet words of Virgin Mary: FUCKYEAH!

FUCKYEAH!FUCKYEAH!FUCKYEAH!FUCKYEAH!FUCKYEAH!FUCKYEAH!

Gotland Game Conference 2013 coverage

GGC2013 Flyer

SVT: Tjejer spelar också spel

Inte bara för unga vita män Temat för årets Gotland Game Conference i Visby är hur spelvärlden ska kunna bli mer inkluderande och tolerant när det gäller kön, ras, och sexuell läggning.

tap-repeatedly: Trip Report from the Gotland Game Conference

[…] if you want to hear from many other smart people, it’s worth it to check out the entire speech archive! I would say every speech was worth hearing; highlights include Heidi MacDonald on romance in games, Tom Abernathy on why diversity makes good business sense, Andrea Hasselager’s workshop on the girls’ games of Palestine, Sheri Graner Ray on inclusiveness issues in game development, but no, seriously, highlights include all the talks, I am about to list all the talks. Go, watch!

Feber.se: Fokus på kvinnor i spelbranschen på årets GGC

(Serious Troll & Trigger Warnings for the comment sections here…)

Den årliga spelmässan Gotland Game Conference pågår just nu i Visby och i år är temat “Inte bara för unga vita män”. Viktigt tycker jag som är engagerad i ämnet. Som kvinnlig gamer får man liksom alltid frågan: men hur är det att vara tjej och gilla spel? Den frågan borde inte ens existera. Frågan borde snarare vara något i stil med: Vad är det som gör att du tycker att det är så roligt att spela spel? Könet är irrelevant.

Men som vi sett flera gånger, och kanske främst så sent som i höstas då en twitterstorm drog över världen, är spelbranschen långt ifrån jämlik. Därför glädjer det mig att en mässa skapad av och inriktad mot framtida spelutvecklare tar ämnet på så pass stort ansvar.

jamstalldhetsexperten.se: Waiting for An Awesome Conference

The issue of gender equality in the gaming industry has, perhaps, never been more relevant than this year, with women knocking on the, seemingly, locked doors of gaming. Organizations are struggling to become more inclusive, and inviting, to both female and male gamers.

Next week I’m leaving Stockholm to take part in the Gotland Game Conference (3rd to 5th of june).

WidgetAU: My thoughts on Gotland Game Conference 2013: Creating Equal Spaces

A few weeks ago, I was a juror at Gotland Game Conference, judging the student projects and giving them feedback on what I liked and on what I thought they could improve, and of course, asking them uncomfortable questions. I was also fortunate enough to be able to speak with others jurors, who some of them were speakers at the event. Their thoughts and ideas gave me so many other intriguing questions that I’d like to summarize them for all of you to enjoy as well.

HelaGotland.se: De vill ha större mångfald

För sjunde året arrangerar Högskolan Gotland en stor konferens om spel. I år ska man hitta lösningar för att få en större mångfald inom spelindustrin.

HelaGotland.se: Spelmässan på Wisby Strand

– Att finniga tonåringar utvecklar spel för andra finniga tonåringar är en stereotyp som blir mer och mer ovanlig, säger Vibblebon Mika Edström. Hon och hennes sambo Jerry Jonsson, som är småbarnsföräldrar, tillhör den nya generationens spelutvecklare. […] På tisdagen presenterade de sitt spel Little Warlock, en ny typ av samlarkort-spel, på Gotland Game Conference på Wisby Strand. Spelet vänder sig till en bred publik i alla åldrar.

Temat för konferensen i år är bristande mångfald och jämställdhet inom spelindustrin.

- Vi ska inte bara konstatera att problemen finns. Vi måste börja prata lösningar, hitta steg framåt. Det börjar bli rejält omodernt med en bransch som till exempel är sexistisk, menar Ulf Benjaminsson, programansvarig för spelutbildningen på högskolan.

In the studio with Pernilla Alexandersson (AddGender) and Jenny Brusk (Högskolan i Skövde) at 0830 on the first day of the conference

Sveriges Radio: Jämställdhet inom spelbranschen är temat på Gotland Game Conference

Andelen kvinnor som arbetar i spelbranschen är ca 11%. Vad behövs för att skapa en mer jämställd spelindustri? Årets upplaga av Gotland Game Conference som börjar idag har temat “Creating equal spaces”. Jenny Brusk, lärare på spelutveckling vid Högskolan i Skövde och Pernilla Alexandersson, VD på Add Gender är två av talarna på årets konferens.

Svenska Dagbladet: Gotland Game Conference 2013

Idag och imorgon pågår Gotland Game Conference, en spelkonferens i Visby som anordnas av Gotlands Högskola. Det är det åttonde året i rad som konferensen äger rum, och i år uppmärksammar GGC jämställdhet i spelvärlden. Kända profiler i spelbranschen, både från svensk spelindustri och internationell, är på plats för att föreläsa om just det ämnet. Det är uppmuntrande och kul att se att jämställdhet lyfts fram i större forum som det här. Men det stora dragplåstret för allmänheten är kanske snarare spelen som kommer att ställas ut, skapade av studenter från olika årskurser och utbildningar.

Åsa Roos: blogs properly about each session

Jan-Jaap Sewers: Recap of the GGC 2013

The overall theme for the lectures this year was ‘Minorities in games’, both in game development environments as well as in games’ target audiences. I attended a couple of interesting lectures, with topics ranging from ‘Organising gamejams for girls in Palestine‘ by Andrea Hasselager to ‘A breakdown of the role masculinity plays in games‘ by Derek Burrill. I think a number of thought-provoking things were said during most of those lectures, which mostly set me thinking in the direction of ‘How can I include more target audiences in my game from the get go?’.

Disciplinary Domain of Humanities and Social Sciences: Speldesign på konferens

Vi får närmare till andra institutioner och verksamheter som är viktiga för vår fortsatta utveckling, till exempel litteraturvetenskap, konstvetenskap och filosofi. Därför är samgåendet mellan Högskolan på Gotland och Uppsala universitet mycket viktigt, säger Hans Svensson, prefekt vid institutionen för speldesign, som invigningstalade vid Gotland Game Conference 2013.

Here’s the #GGConf13-hashtag

And the YouTube Playlist for GGC 2013