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"<div>\r\n<p><span data-contrast=\"auto\">Video game publishers &ndash; as well as the gaming community &ndash; have made strides in recent years to become more inclusive</span>, yet few consumers see video games that way.&nbsp;</p>\r\n</div>\r\n\r\n<div>\r\n<p><span data-contrast=\"auto\">A global survey conducted in 17 key markets shows just 8% would describe video games as &ldquo;inclusive,&rdquo;</span> coming in last place among the eight words presented to respondents, who are both gamers and non-gamers.&nbsp;</p>\r\n</div>\r\n\r\n<div>\r\n<p><span data-contrast=\"auto\">I</span>nclusivity, of course, means different things to different people. Looking at game design itself, it means taking into consideration a player&rsquo;s demographics &ndash; gender, physical ability, race, language ability, or other facets.&nbsp;&nbsp;</p>\r\n</div>\r\n\r\n<div>\r\n<p><span data-contrast=\"auto\">(Separate YouGov Profiles data out of the United States shows Hispanic</span> and Asian Americans are more likely than white Americans to play video games. Also, two in five women play video games.)&nbsp;</p>\r\n</div>\r\n\r\n<div>\r\n<p><span data-contrast=\"auto\">Large and indie publishers</span> appear to be aware of the general attitude around representative video games and are making steps to make games more diverse. Ubisoft allows players to control a female character as the main protagonist in its latest <em><span data-contrast=\"auto\">Assassin&#39;s</span> Creed</em><span data-contrast=\"auto\"> title, and Nau</span>ghty Dog&rsquo;s <em><span data-contrast=\"auto\">Last of Us Part II</span></em><span data-contrast=\"auto\"> allows players to play as an openly gay teenage</span>r. Related, <a href=\"https://britishesports.org/women-in-esports-campaign/\" rel=\"noreferrer noopener\" target=\"_blank\"><span data-contrast=\"none\"><span data-ccp-charstyle=\"Hyperlink\">recent efforts</span></span></a><span data-contrast=\"auto\"> have been made to making the world of esports more welcoming to women</span>. <a href=\"https://venturebeat.com/2021/06/14/how-riot-games-wants-to-ensure-that-valorants-esports-stars-include-women/\" rel=\"noreferrer noopener\" target=\"_blank\"><span data-contrast=\"none\"><span data-ccp-charstyle=\"Hyperlink\">Riot Games</span><span data-ccp-charstyle=\"Hyperlink\"> has taken steps</span></span></a><span data-contrast=\"auto\"> recently, </span>including a tournament initiative to supplement the competitive season by highlighting women and people of marginalized genders.&nbsp;</p>\r\n</div>\r\n<iframe aria-label=\"Range Plot\" frameborder=\"0\" height=\"333\" id=\"datawrapper-chart-Wguon\" scrolling=\"no\" src=\"https://datawrapper.dwcdn.net/Wguon/1/\" style=\"width: 0; min-width: 100% !important; border: none;\" title=\"Around half of global consumers think video games are fun — but few see them as inclusive\"></iframe><script type=\"text/javascript\">!function(){\"use strict\";window.addEventListener(\"message\",(function(e){if(void 0!==e.data[\"datawrapper-height\"]){var t=document.querySelectorAll(\"iframe\");for(var a in e.data[\"datawrapper-height\"])for(var r=0;r<t.length;r++){if(t[r].contentWindow===e.source)t[r].style.height=e.data[\"datawrapper-height\"][a]+\"px\"}}}))}();\r\n</script>\r\n\r\n<div>\r\n<p><span data-contrast=\"auto\">Among the 17 markets in which YouGov conducted this survey, those in France (22%) and Denmark (14%) are the most likely to see video games as inclusive.</span>&nbsp;</p>\r\n</div>\r\n\r\n<div>\r\n<p><span data-contrast=\"auto\">Roughly half (49%) of global consumers characterize video games as fun</span> and 35% deem them relaxing. We also found 40% view video games as addictive and 20% would describe them as immersive.&nbsp;</p>\r\n</div>\r\n\r\n<div>\r\n<p><span data-contrast=\"auto\">Close to one in five consumers around the world view video games as social</span> (17%). During the COVID-19 pandemic, video games became a major part of people&rsquo;s social lives. This is no better demonstrated than by the COVID-fueled popularity of the online multiplayer deduction game <em><span data-contrast=\"auto\">Among </span>Us</em><span data-contrast=\"auto\">, </span>the quiz-based party game packs by<em> Jackbox </em>and of course the social simulation game <span data-contrast=\"auto\"><em>Animal Crossing: New Horizon</em>.</span>&nbsp;</p>\r\n</div>\r\n\r\n<div>\r\n<p><span data-contrast=\"auto\">Notably, just 15% of consumers (who are not necessarily gamers themselves) view video games as violent, suggesting the decades-long stigma around the industry</span> may be fading.&nbsp;&nbsp;</p>\r\n</div>\r\n\r\n<div>\r\n<p><span data-contrast=\"auto\">The survey takes a pulse of video games sentiment around the world, among the general public</span>, which is valuable insight as the sector continues to expand its customer base.&nbsp;</p>\r\n</div>\r\n<iframe aria-label=\"table\" frameborder=\"0\" height=\"520\" id=\"datawrapper-chart-gn9Tf\" scrolling=\"no\" src=\"https://datawrapper.dwcdn.net/gn9Tf/1/\" style=\"width: 0; min-width: 100% !important; border: none;\" title=\"Global data: How consumers view video games around the world\"></iframe><script type=\"text/javascript\">!function(){\"use strict\";window.addEventListener(\"message\",(function(e){if(void 0!==e.data[\"datawrapper-height\"]){var t=document.querySelectorAll(\"iframe\");for(var a in e.data[\"datawrapper-height\"])for(var r=0;r<t.length;r++){if(t[r].contentWindow===e.source)t[r].style.height=e.data[\"datawrapper-height\"][a]+\"px\"}}}))}();\r\n</script>\r\n\r\n<div>\r\n<p><strong><span data-contrast=\"auto\">Receive monthly topical insights about the gaming and esports industry, straight to your inbox. </span><a href=\"https://business.yougov.com/sectors/gaming-esports?marketo=newsletter\" rel=\"noreferrer noopener\" target=\"_blank\"><span data-contrast=\"none\"><span data-ccp-charstyle=\"Hyperlink\">Sign up today</span></span></a><span data-contrast=\"auto\">.</span>&nbsp;</strong></p>\r\n</div>\r\n\r\n<div>\r\n<p><strong><span data-contrast=\"auto\">Discover </span>more <a href=\"https://business.yougov.com/sectors/gaming-esports\" rel=\"noreferrer noopener\" target=\"_blank\"><span data-contrast=\"none\"><span data-ccp-charstyle=\"Hyperlink\">gaming and esports content </span></span></a><span data-contrast=\"auto\">here</span>&nbsp;</strong></p>\r\n</div>\r\n\r\n<div>\r\n<p><strong><span data-contrast=\"none\">Start </span><a href=\"https://business.yougov.com/product/direct\" rel=\"noreferrer noopener\" target=\"_blank\"><span data-contrast=\"none\"><span data-ccp-charstyle=\"Hyperlink\">building a survey </span></span></a><span data-contrast=\"none\">now with YouGov Direct</span>&nbsp;</strong></p>\r\n</div>\r\n\r\n<div>\r\n<p><em><strong><span data-contrast=\"auto\">Methodology: </span></strong><span data-contrast=\"auto\">The data is based on the interviews of adults aged 18 and over in 17 markets with sample sizes </span>varying <span data-contrast=\"auto\">between</span> 511 and 2,093 <span data-contrast=\"auto\">for each market. All interviews were conducted online in</span> May 2021. Data from each market uses a nationally representative sample apart from Mexico and India, which use urban representative samples, and Indonesia and Hong Kong, which use online representative samples.</em></p>\r\n\r\n<p><em>Image: Getty</em></p>\r\n</div>\r\n"
<https://today.yougov.com/topics/technology/articles-reports/2021/06/21/how-public-perceives-video-games>