The UK Games Industry's Class Problem

英国游戏产业的阶级问题

🎈 A Growing Concern日益增长的担忧

At a major UK conference for video game developers, social class became a key topic. Many in the industry feel it's an issue that has been ignored for too long. 在英国一个大型视频游戏开发者会议上,社会阶级成了一个关键议题。行业内的许多人觉得,这个问题已经被忽视太久了。

"I'm scared for the future of games," says Chris Goodyear. "It could end up going the way that theatre has, and become a very privileged thing." “我为游戏的未来感到担忧,”克里斯·固特异说。“它最终可能会走上戏剧的老路,成为一件非常特权化的事情。”

💬 "Into Games" and Their Findings“Into Games” 组织的发现

The non-profit organisation "Into Games," led by Declan Cassidy, organized the first-ever meetup for working-class and low-income people at the Develop:Brighton conference. 由德克兰·卡西迪领导的非营利组织“Into Games”在Develop:Brighton会议上,为工薪阶层和低收入人群组织了有史以来的第一次聚会。

A 2024 report by the organization found that while many people from working-class backgrounds enter game educational programs, most do not complete the journey and get jobs. "They're being failed at the last hurdle," Cassidy stated. 该组织2024年的一份报告发现,虽然许多来自工薪阶层背景的人进入了游戏教育项目,但大多数人未能完成这段旅程并找到工作。“他们在最后的关头失败了,”卡西迪说。

🚧 Barriers to Entry入行障碍

The report highlighted key barriers: location, access to finance, reduced cultural capital, and a lack of professional networks. 报告强调了几个关键障碍:地理位置、融资渠道、文化资本的匮乏以及职业人脉的缺失。

This leads to feelings of exclusion. 59% of survey participants felt "othered" at some point in their career. Will Luton, a studio founder, mentioned feeling "overt discrimination" and needing to "mask" how he talked. 这导致了被排斥的感觉。59%的受访者在职业生涯的某个时刻感到自己被“他者化”。工作室创始人威尔·卢顿提到,他曾感到“公然的歧视”,并需要“掩饰”自己的谈吐方式。

Gaming has only 13% of its workforce from lower socio-economic backgrounds, compared to 29% in film/TV and 22% in music/arts. 游戏行业只有13%的从业者来自较低的社会经济背景,而电影/电视行业为29%,音乐/艺术行业为22%。

🚀 A Plan for the Future未来计划

Into Games plans to focus support on six key UK areas over the next five years. 在未来五年,Into Games 计划将支持重点放在英国六个关键地区。

The support will include school outreach, paid internships, and government-funded training. Over 100 game studios have already agreed to participate. 这些支持将包括校园推广、带薪实习和政府资助的培训。已有超过100家游戏工作室同意参与。

"By 2030, our aim is to be increasing the number of people from working-class backgrounds in the UK games industry by a factor of 50%," Declan said, adding that the benefit for studios would be "huge." “我们的目标是,到2030年,将英国游戏行业中来自工薪阶层背景的人数增加50%。”德克兰说,并补充道这对游戏工作室的好处将是“巨大的”。

💡 Knowledge Extension: The Leaky Pipeline知识拓展:漏水的人才管道

Analogy: Think of the path to a games career as a long water pipe. For working-class talent, this pipe has many tiny, invisible holes. Lots of talent (water) enters at the start, but along the way, it leaks out due to lack of money, connections, or confidence. Very little reaches the end. Hover over the pipe to see this in action. 打个比方:把通往游戏行业的职业道路想象成一根长长的水管。对于来自工薪阶层的人才来说,这根管子上有很多看不见的微小漏洞。许多人才(水)从起点进入,但在途中,由于缺钱、没人脉或没信心而“漏”掉了。最终到达终点的寥寥无几。将鼠标悬停在管道上看看这个过程。

🔬 Social Mobility社会流动性

Social mobility is the ability of an individual or family to move up (or down) the socio-economic ladder. In a society with high mobility, a person's background does not determine their future success. 社会流动性指的是个人或家庭在社会经济阶梯上向上(或向下)移动的能力。在一个具有高流动性的社会中,一个人的出身背景并不决定他们未来的成功。

When an industry has low social mobility, like the games industry appears to, it means it is not accessing the full talent pool. This limits creativity and reinforces existing inequalities. 当一个行业像游戏行业这样社会流动性较低时,意味着它无法接触到全部的人才库。这会限制创造力,并加剧现有的不平等。

🧠 Cultural Capital文化资本

Coined by sociologist Pierre Bourdieu, cultural capital refers to the non-financial social assets that promote social mobility beyond economic means. Examples include education, intellect, style of speech, dress, and physical appearance. 这个概念由社会学家皮埃尔·布迪厄提出,文化资本指的是除了经济手段之外,能够促进社会流动的非金融社会资产。例子包括教育、智力、言谈风格、衣着和外貌。

When people feel "othered" or need to "mask" their accent, they are dealing with a deficit of the specific cultural capital valued by that industry. They may have the skills, but not the "unspoken rules" of belonging. 当人们感到被“他者化”或需要“掩饰”自己的口音时,他们正面临着该行业所看重的特定文化资本的缺失。他们可能具备技能,却不懂得归属感的“潜规则”。

🕸️ Network Effects & Social Capital网络效应与社会资本

Social capital is the value you get from your social networks. In many professional fields, opportunities are not advertised publicly but are found through "who you know." 社会资本是你从社交网络中获得的价值。在许多专业领域,机会并不是公开招聘的,而是通过“你认识谁”来获得的。

Individuals from low-income backgrounds often lack access to these established networks. This is a major barrier, even for highly talented people. Being "failed at the last hurdle" often means being unable to break into these closed networks. 来自低收入背景的个人通常缺乏进入这些既定圈子的渠道。这是一个主要障碍,即使对极具才华的人也是如此。所谓“在最后一关失败”,通常意味着无法打入这些封闭的网络。

📈 The Diversity Dividend多样性红利

This isn't just about fairness; it's good for business. Diverse teams, composed of people with different life experiences, backgrounds, and perspectives, are proven to be more innovative, better at problem-solving, and more creative. 这不仅仅关乎公平,对商业本身也有好处。由拥有不同生活经历、背景和视角的人组成的多样化团队,被证明更具创新性、更擅长解决问题、更有创造力。

For a creative industry like video games, a lack of diversity can lead to repetitive stories and products that don't appeal to a wider audience. The "huge benefit for studios" comes from unlocking this new creative potential. 对于像视频游戏这样的创意产业,缺乏多样性可能导致故事重复、产品无法吸引更广泛的受众。所谓的“给工作室带来的巨大好处”,正是来自于释放这种新的创造潜力。

💡 Knowledge Extension: The Career Backpack知识拓展:职业生涯背包

Analogy: Imagine starting your career is like going on a long hike. Everyone gets a backpack. Some people's backpacks are pre-packed by their families with useful tools: a map of the industry (networks), a confidence-boosting energy bar (cultural capital), and a safety rope (financial support). Others get an empty backpack and must find all the tools on their own along the tough journey. 打个比方:想象一下,开始你的职业生涯就像去远足。每个人都会得到一个背包。有些人的背包由家庭预先装好了有用的工具:一张行业地图(人脉)、一根增强信心的能量棒(文化资本)和一根安全绳(财务支持)。而其他人只得到一个空背包,必须在艰难的旅途中独自寻找所有工具。

High Social Capital 高社会资本
🎒 → 🤝 🎤 🎩 💰

Low Social Capital 低社会资本
🎒 → ❓ ❓ ❓ ❓

Concept Board

核心思想图

🎈 The Story故事线

The UK games industry is at risk of becoming a "privileged thing," excluding those from lower-income backgrounds. 英国游戏行业面临成为“特权产物”的风险,将低收入背景的人排除在外。
The "Into Games" report reveals a "leaky pipeline": many start game education, but are "failed at the last hurdle" and don't get jobs. “Into Games”报告揭示了一个“漏水的人才管道”:许多人开始游戏教育,却“在最后一关失败”,没能找到工作。
Key barriers include location, finance, lack of cultural capital (feeling "othered"), and no access to professional networks. 主要障碍包括地理位置、资金、缺乏文化资本(感到被“他者化”)以及无法接触职业人脉。
A plan is in motion to increase working-class representation by 50% by 2030 through targeted support and internships. 一项计划正在实施中,旨在通过定向支持和实习,在2030年前将工薪阶层的比例提高50%。

🔬 The Science科学原理

Social Mobility: An industry's health depends on allowing talent to rise regardless of origin. Low mobility wastes potential. 社会流动性:一个行业的健康取决于让才华不论出身都能脱颖而出。低流动性会浪费潜力。
Cultural Capital: Non-financial assets like speech and manners act as a "secret handshake." Lacking it creates barriers. 文化资本:像言谈举止这样的非金融资产,如同“秘密握手”一样。缺乏它会制造障碍。
Network Barriers: Many jobs are filled through connections ("social capital"), creating a closed loop that's hard for outsiders to enter. 网络壁垒:许多工作是通过人际关系(“社会资本”)找到的,这形成了一个外人难以进入的闭环。
Diversity Dividend: Diverse teams lead to more innovation and better products, which is a direct economic benefit. 多样性红利:多样化的团队能带来更多创新和更好的产品,这是一个直接的经济效益。

🔗 The Connection核心关联

The fear of a "privileged" industry (Story) is a real-world symptom of low Social Mobility (Science). 对“特权”行业的担忧(故事)是低社会流动性(科学)在现实世界中的一个症状。
Feeling "othered" (Story) is the direct emotional impact of not possessing the expected Cultural Capital (Science). 感觉被“他者化”(故事)是因不具备被期望的文化资本(科学)而产生的直接情感冲击。
Being "failed at the last hurdle" (Story) is often caused by impenetrable Network Barriers (Science). “在最后一关失败”(故事)通常是由无法穿透的网络壁垒(科学)造成的。
The "huge benefits for studios" (Story) are the direct result of harnessing the Diversity Dividend (Science). “给工作室带来的巨大好处”(故事)是利用多样性红利(科学)的直接结果。

Key Learnings核心知识

Talent is distributed equally, but opportunity is not. Proactive measures are needed to bridge this gap. 天才是平均分布的,但机会不是。需要采取积极措施来弥合这一差距。
"Invisible" barriers like culture and networks can be more difficult to overcome than "visible" ones like tuition fees. 像文化和人脉这样的“无形”障碍,可能比学费等“有形”障碍更难克服。
Inclusion is not a charity project; it is a strategic necessity for creativity, innovation, and growth. 包容性不是一项慈善工程;它是实现创造力、创新和增长的战略必需品。
To create real change, you must address the system, not just tell individuals to "try harder." 要创造真正的改变,你必须解决系统性问题,而不仅仅是告诉个人“再努力一点”。