Lisette Titre-Montgomery, CEO of Cornerstone Interactive Studios, declared that video game executives have surrendered the video game industry to “angry racists and sexists.”
According to his LinkedIn profile, Titre-Montgomery started working in the video game industry at EA in 2005 and has worked at Backbone Entertainment, Ubisoft and Double Fine Productions. “Way-ism” is just a shiny profit. ”
of psychonauts 2 The art director went on to say, “Attention Spineless Gaming executives. We are here to take the money you left on the table by surrendering your community to angry racists and sexists.” Their poison is in your soil and you can't get rid of it. It's time for a new era of gaming!”
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Her comments were in response to a post by Kahlief Adams, founder of the podcast “Spawn On Me with Kahlief Adams.” Adams cited a Newzoo study she claims she worked on while at Intel around 2020.
As Adams notes in his post, the study's sample size is “somewhat small.” In fact, the study notes that only 1,824 people participated, and that they were “recruited.” It also notes that all of the individuals reside in the United States and range in age from 10 to 65.
The study further points out that this ridiculously small sample was applied to a population of gamers expected to number 2.7 billion in 2021.
On top of all this, Intel's General Manager of Gaming and Esports Marcus Kennedy seems to suggest that the entire study was conducted to advance the agenda of diversity and inclusion in gaming.
In his preface he writes: In fact, everyone is involved in gaming in some way, shape, or form. As games have grown in popularity, so has their ability to bring people together across regions and generations. ”
Kennedy continues. “However, there are many challenges to overcome when it comes to representation and diversity in gaming. At Intel, we are constantly considering how to best serve the gaming community. We recognize significant gaps in visibility, technology, and accessibility that impact underrepresented communities.”
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Furthermore, he seemed to make it clear that the entire study was conducted to address this issue, stating, “To address this issue in a real, impactful and sustainable way. , Intel collaborated with Newzoo to collect relevant and actionable data.”
He concludes his preface with the following: As part of that ongoing effort, Intel is taking important learnings from this report and developing current internal and external programs to better serve gamers of all backgrounds and walks of life. ”
It seems clear that this study was not actually conducted to present any kind of real data, but rather an attempt to shape a narrative about gamers. As novelist and pop culture analyst Brian Niemeyer said in his recent blog post, “Polls now exist to shape behavior rather than quantify it.” ”.
This introduction by Kennedy proves that claim and completely discredits the investigation.
Nevertheless, the study's findings suggest that “half of U.S. gamers claim they won't play a game they don't feel was made for them, and this is an important point for publishers and developers to address those needs.” “This is a huge opportunity to meet the needs of our customers.'' Video games that feature a more diverse set of characters naturally tend to appeal to a wider group of gamers, increasing the popularity of the game's genre or series among a wider audience. ”
Additionally, a significant percentage of U.S. gamers feel that gaming companies should take a stance on social issues, regardless of the respondent's race, gender identity, sexual orientation, or disability status. ” is also claimed.
“While sitting on the sidelines may seem like a safer option on certain issues, taking a proactive stance can lead to increased engagement and revenue among a diverse gaming audience. ” states the magazine.
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Not only does this research seem to be trying to shape a narrative and agenda rather than trying to quantify gaming behavior, it also doesn't seem to have aged well. Recent evidence suggests that gamers aren't interested in diversity or inclusion. In a recent example, it was revealed that gamers rejected Saints His Law and Embracer Group shut down the development company behind it, Volition.
Warner Bros. Discovery recently reported: Suicide Squad: Kill the Justice League Due to poor business performance, Square Enix closed down Luminous Productions. forgotten failed and Remedy Entertainment shared their latest release alan wake 2 Despite being the fastest-selling title, it has yet to break even.
Regarding these failures, Titre-Montgomery writes of X: Oh, sweetheart… I know math is difficult, but…
What do you think about Lisette Tittle Montgomery's claims?
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