‘Cornerstones for Creativity and Success’

Finnish Game Cultural Organisations’ Public DEI Definitions and Practices

Keywords: game cultural organisations, game industry, DEI, diversity, equity, inclusion

Abstract

Diversity, equity, and inclusion (DEI) are value-based principles that are widely utilised in building more socially and culturally sustainable environments that are experienced as welcoming and fair for all – also in diverse game cultural contexts. In this study, we investigate how different types of game cultural organisations in Finland understand DEI in the context of their own activities, and what kind of guidelines and practices they have for promoting DEI. The results are based on a reflexive content analysis on 18 public DEI documents from 11 Finnish game cultural organisations focusing on digital games and gaming. Based on our analysis, it seems that Finnish game cultural organisations view DEI as a pathway for their continuous success as well as for building better game culture for everyone. The examined organisations were actively expressing their commitment to promoting DEI both by working to prevent discrimination and harassment and by utilising practices to build safer and more inclusive environments. However, it was not always clear if these organisations had set specific goals for their DEI work and if they were following their progress in this area. Importantly, our investigation illustrates that a wide range of different types of organisations can contribute to the cultural ecosystem in which digital games are created, consumed, and utilised in various ways, and that inspecting this variety of organisations operating on different sectors of game culture may reveal more widely shared cultural values and practices within this environment.

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Author Biographies

Usva Friman, Tampere University

Usva Friman (PhD) is an Assistant Professor of Game Studies, an Academy Research Fellow, and a co-leader of the Game Research Lab at Tampere University. She is also a Docent of Game Culture Studies at the University of Turku. Friman's research is focused on topics related to diversity, equity, and inclusion (DEI), as well as cultural participation and cultural agency, in digital gaming and esports.

Essi Taino, Tampere University

Essi Taino is a PhD researcher currently working for the PEGASUS project at the Game Research Lab and the Centre of Excellence in Game Culture Studies at Tampere University. Taino specialises in youth work and social work in digital gaming environments, with years of professional experience from various youth work-focused digital environments such as game centres, online youth centres, esports and game events. She is currently researching the inclusion of young people who are neurodiverse in organised digital gaming activities in Finland.

Kalle Laakso, Tampere University

Kalle Laakso (MA) is a PhD researcher at the Centre of Excellence in Game Culture Studies at Tampere university. They have a background in sociology and working as a researcher in the field of care robotics and on robotisation of work. In game studies Laakso’s research focus is on youth game cultures, girls’ gaming and game streaming as well as the topics of diversity, equity and inclusion in Finnish game cultures.

Taina Myöhänen, Tampere University

Taina Myöhänen is a PhD researcher specialising in diversity within the game industry. They are working at the Centre of Excellence in Game Culture Studies and PEGASUS project at Tampere University. Myöhänen has the game industry background for over 15 years, and they have been involved in initiatives making the game industry more inclusive as a co-founder and the first chair of DEI organisation We in Games Finland, and a member of the Finnish Game Industry Task Force focused on preventing sexual harassment. Their current research interests include game production cultures, participatory methods, and sustainability in the game industry.

Olli Sotamaa, Tampere University

Olli Sotamaa is a professor of game culture studies and a co-leader of the Tampere University Game Research Lab. His publications cover e.g. creative labour, game production studies, user-generated content, and player cultures.

Published
2025-12-30