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Ukie Members Day 2025: Gaming's Image Problem – Could Ukie Be the Solution?

Updated: Mar 10

Since writing this blog UKie have relaunched: Raise The Game, building an industry where everyone can play. More info and where to watch to apply for funding here:


Ukie events are a powerful space to occupy. They offer a chance to connect with industry leaders, learn from experts who have shaped gaming for decades, and engage with those who have the government’s ear.

Ukie Members Day 2025 brought valuable insights from the powerhouses that are:


  • Maria Sayans (CEO, ustwo games & Ukie Board Chair)

  • Charlotte Nichols MP (APPG Video Games & Interactive Entertainment)

  • Sir Ian Livingstone CBE & Charles Cecil MBE

  • Ed Lane (Harbottle & Lewis)

  • Aaron Ludlow (Playstack)

  • Nataliia Kinshchak (Dark Math Games)

  • Peter King (Green Man Gaming)

  • Susan Cummings (10Six Games)

  • David Knox (Reactional Music)

  • Marie Foulston (Creative Director, Good Afternoon)


Gaming’s Perception Problem


Despite gaming being a dominant force in the creative industries, it still has an outdated image problem. Many people—especially parents and certain governmental chambers—still picture gamers as teenage boys locked in their bedrooms. The reality? More than 2.2 million people in the UK play Wordle daily, and 100 million use Headspace, yet many don’t consider these as “games” or themselves as “gamers”.

There was a sense of pride that games can traverse all boundaries, are inclusive, and are accessible to everybody… and here’s my sticking point—diversity and accessibility were lacking at this Ukie event.


Where Was the Accessibility and Diversity?


If my visually impaired friends, game academics, and developers had attended, they would have struggled to enter the building, navigate the venue, or access presentations. As a sighted person, I found it difficult to locate the entrance, break rooms, and toilets. My friends would have had no chance. Also, as someone who has immersed myself in gaming events, networking, and training in the West Midlands, the Ukie panels didn’t reflect the makeup of my city, nor did they reflect London.


If UK gaming has an image problem, then reflecting the diversity of players and contributors to the interactive entertainment industry on the powerful Ukie stage seems like a good place to start. And if optics aren’t a priority, then great business sense is.


The Business Case for Accessibility and Diversity


@Jennissary of Descriptive Video Works put it: "A higher percentage of gamers identify as having a disability than the general public. Gaming is accessible in ways other hobbies aren’t, so of course, it's popular among people who find leaving home difficult. These players are already your customers—even if you haven’t built accessibility features in, they are brute-forcing their way in. Make it easier for them. Make it easier for them to buy your game.”


  • 1 billion people live with a disability—the “world’s largest minority.” opportunity.org.uk

  • According to NatWest, the economic potential of female entrepreneurs is £250 billion.

  • FSB Unlocking Opportunity Report and Unlocking the Potential of Ethnic Minority Businesses (supported by the British Business Bank) estimate the economic contribution of ethnic minority entrepreneurs to the UK’s gross value added at £25 billion, with potential reaching up to £74 billion.


Accessibility and diversity is good business.


Gaming as a More Welcoming Space for Women, Disabled Players, and Underrepresented Communities.


Enhancing Ukie panels with diversity and accessibility helps challenge the stigma that the games and interactive entertainment industry is only for teenage boys and men. It also broadens the talent pool by showing that there is space in the business for a wider range of creators. The UK could lead the way by placing diversity and inclusive accessibility at the core of its game creation process, a value that many other countries currently don't seem to prioritise. This approach could set the UK apart as a global leader in inclusive and diverse gaming.


Ukie Members Day offers a powerful platform for driving the future of gaming, but if the industry is to overcome its image problem, it must start with itself. Gaming is still perceived by many as a space dominated by teenage boys, which needs to change. Ukie could take a significant step forward by ensuring its panels reflect the true diversity of gamers and creators. By prioritising diversity and accessibility in its events—from featuring more inclusive panels to enhancing accessibility at the venue—Ukie has the opportunity to lead the way in reshaping the narrative around gaming. This shift would not only break down barriers and outdated stereotypes but also highlight the business potential of creating an inclusive and accessible gaming space, setting the UK apart as a global leader in diverse and accessible gaming.


And if you'd value some insight on how to make your next event accessible to my visually impaired friends, message me!


Watch the full interview with @Jennissary and learn how to be Be a Visually Impaired Person Accessibility Champion: https://www.sarahanncromwell.com/audiodescription

 
 
 

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