Party, but for whom? Accessibility, inclusivity and equityin Finnish game industry events

Game industry events are key venues for networking, career advancement and information exchange for industry members. However, these events are not always accessible, inclusive or equally available to all participants. This research examines barriers to attendance through an inclusion framework that emphasises individuals' needs for both belonging and uniqueness. Moments of exclusion, differentiation, and assimilation are analysed using survey data and interviews collected from members of the Finnish game industry in 2023, alongside an exploration of how class relations become visible through event experiences. Moving beyond the documented issues of gender-based exclusion, the study expands the discourse by identifying additional forms of marginalisation affecting participation in industry events, such as geographic location, socioeconomic status, disability, sobriety, social discomfort, and professional seniority. The findings contribute to academic discussions on local game production and offer recommendations for fostering more inclusive industry events.

Authors

Publication Details

Published
2025-06-16
DOI
https://doi.org/10.26503/dl.v2025i2.2457
Primary Topic
Sport and Mega-Event Impacts
Type
article
Field-Weighted Citation Impact
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article

Party, but for whom? Accessibility, inclusivity and equityin Finnish game industry events

Taina Myöhänen
Sport and Mega-Event Impacts
article

Party, but for whom? Accessibility, inclusivity and equityin Finnish game industry events

Taina Myöhänen
article en

Abstract

Game industry events are key venues for networking, career advancement and information exchange for industry members. However, these events are not always accessible, inclusive or equally available to all participants. This research examines barriers to attendance through an inclusion framework that emphasises individuals' needs for both belonging and uniqueness. Moments of exclusion, differentiation, and assimilation are analysed using survey data and interviews collected from members of the Finnish game industry in 2023, alongside an exploration of how class relations become visible through event experiences. Moving beyond the documented issues of gender-based exclusion, the study expands the discourse by identifying additional forms of marginalisation affecting participation in industry events, such as geographic location, socioeconomic status, disability, sobriety, social discomfort, and professional seniority. The findings contribute to academic discussions on local game production and offer recommendations for fostering more inclusive industry events.

Openalex Percentile: Top 78%
Sport and Mega-Event Impacts
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