2016 September

Io-Interactive, Paradox, Techland and Wooga become Women in Games Corporate Ambassadors

Wooga Paradox and Io Corporate Ambassadors with WIGJWomen in Games, the not for profit, games industry diversity organisation, today announced the names of the first companies to be appointed as Corporate Ambassadors.

Women in Games is recruiting a number of Corporate as well as individual Ambassadors to support the growth of the Women in Games organisation, to help the organisation increase the reach and scale of its programmes and help it achieve the strategic goal of doubling the number of women in games over 10 years

Ambassadors will reach out to women in all cities and regions of the UK and Europe and grow the Women in Games network. They will reach out to young women at school and university to encourage them to consider the games industry as a career. They will also reach out to regional leaders and governments to form corporate partnerships and long term strategic relationships.

Corporate Ambassadors are leading games companies in Europe with a professional standing in their country and a commitment to engage and promote more diversity.

The first 4, founding corporate Ambassadors are:
Io-Interactive from Copenhagen, Denmark
Paradox Interactive from Stockholm, Sweden
Techland from Wroclaw and Warsaw, Poland
Wooga from Berlin, Germany

At last week’s European Women in Games Conference representative from the four companies were invited on stage to introduce their companies. Pictured with David Smith from Women in Games from left to right are Henriette Lønn Jenssen, Junior Sound Designer and Sidsel Marie Hermansen, Game Designer from IO Interactive, John Hargelid, CIO from Paradox Interactive and Marie-Blanche Stossinger from Wooga. Also present but not pictured was Paulina Basta, Head of HR from Techland.

“I am convinced that only the most diverse team can deliver the best possible product for our global audience”, commented Jens Begemann, founder & CEO, Wooga. “We’re honoured to serve as a corporate ambassador for Women in Games and are looking forward to supporting the many extremely talented women we already have in our industry as well as showcasing the games industry as an excellent career option for girls and young women.”

Nikola Nielsen, HR Manager at Io-Interactive commented: “We are delighted to be able to support Women in Games and help promote diversity in our wonderful industry to the next generation of game creators. This is a great initiative and one we are very passionate about.”

Fredrik Wester, CEO of Paradox Interactive said “Our philosophy is that by bringing people with different backgrounds, competences, experiences and ideas together, we will continue to grow as a successful industry. An industry that today is present in every aspect of society.”

Paulina Basta, Head of HR at Techland commented: “Techland is very proud to be a part of this Women in Games initiative. Diversity and inclusion topics are very close to our hearts and we are eager to promote the idea in our company and our part of the world.”

David Smith, Founder of Women in Games, said: “Women in Games is delighted to partner with these 4 Founding Corporate Ambassadors. We look forward to working with these companies to further diversity across Europe in the months and years ahead.”


Introduction from Marie-Claire Isaaman, CEO Women in Games WIGJ

Marie-Claire Isaaman WIGJ CEOFirstly, I’d like to extend a warm welcome to everyone visiting our Sixth European Women
in Games Conference. Although I’ve attended the conference since it began, this is a
particularly special year for me as it’s my first as CEO. I’m sure many of you are also
conference veterans, but for those who are new to either the conference or Women in
Games itself, I’d like to outline what we do and what our vision for the future is.

Women in Games WIGJ is a not-for-profit organization that provides effective
encouragement, support and advocacy for women and girls throughout the UK’s game
industries and educational pipeline. We strive to improve the recruitment, retention and
progression of women by championing female talent and challenging gender imbalance,
inequality and discrimination.

Our goal is to double the number of women working in the UK game industries and
related educational sector by 2025. To achieve this, I want to expand Women in Games
and its influence, both in the UK and beyond. The vision for Women in Games is to
become the go-to organization for all issues regarding gender balance and inequality in
the UK and European games sector. And to be the driving force behind transforming UK
game industries and games education into the global exemplar for gender equality.

This year we are delighted to welcome three influential keynote speakers: Terry Reintke,
Author of ‘Gender Equality and Empowering Women in the Digital Age’, Anne Morrison,
Vice Chair BAFTA and Jessica Curry, awarding winning composer and co-founder of The
Chinese Room. In collaboration with Helen Kennedy of the University of Brighton, through
the project ReFIG (Re-Figuring Innovation in Games) we are delighted to have been
able to launch our first student competition. We have a wide range of informative and
inspirational panels, workshops and networking opportunities throughout the day. And for
the first time, we are pleased to welcome the eSports community to the conference.

We thank the University of Greenwich for hosting this event. And we would also like
to extend thanks to our other sponsors and supporters MCV, BAFTA, Epic Games, ESL,
Twitch, Interactive Selection, BAME in Games, The Centre for Digital Entertainment and
MMP Tax.

Enjoy your day and feel free to come and say hello, I’d welcome your views and thoughts
on Women in Games.