A giant step for gender equality research and knowledge occurred today: the Women’s Philanthropy Institute released its first ever Women and Girls Index (WGI), which measures charitable giving to women and girls’ causes in the United States. This new index helps to establish a baseline for what this giving looks like today, and will help to tally the rate of increase or, (highly unlikely) decrease in the real dollar value of this philanthropy subsector.
These statistics raise a critically important question: American philanthropy talks a good game about wanting more gender equality in our culture, but what are they actually doing about it?
The video game industry has long been thought of as a “boys’ club.” Even before August of 2014, when the events of Gamergate painted a horrible picture of the worst case scenarios for women in the games arena, representation of women in games and a lack of female game developers left much to be desired.
According to the International Game Developers Association, women make up 47% of the people playing video games, but only 22% of the people creating them. Likewise, women have been historically under- or misrepresented in games. Too often, female characters in games were (and still are) over-sexualized, cast as tired tropes like the “damsel in distress,” or used as reward fodder for gamers who would normally be expected to play males.