Switchcraft developer Wooga, which is part of Playtika, pointed out the lack of representation in the casual puzzle mobile game genre.
The results come from research he commissioned from a market analysis company Naavik, which analyzed the top 50 mobile casual puzzle games in the western market.
Of the top 50 casual puzzle titles, only 20 percent of the main cast characters are BIPOC and only 4 percent of the main characters are BIPOC.
The vast majority, or 80%, of the main characters in the main casual puzzle titles are women
This figure drops to 36% for the main characters.
Out of 314 characters in the top 50 casual puzzle titles, 40% of the titles have no BIPOC representation, with all of the major characters promoted in the games being white.
When compared to the top 50 mobile casual puzzle games, Switchcraft has an equal split of male and female representation.
In addition, among the main players included in the game, 63% of them are from BIPOC.
According to research, there is no LGBTQ + representation among the main characters in the top 50 casual puzzle mobile games, with just 1% of the main characters identifying as LGBTQ +.
In Switchcraft, 38% of the characters are in the LGBTQ + bracket, and that can reach 50% thanks to the ability for players to choose the sexuality of the main character, Bailey Ward.
On October 11, Switchcraft launched on mobile devices around the world and features greater diversity, such as sexuality and disability, in its narrative.
Commenting on the research, Wooga General Manager Nai Chang commented:
“While developing Switchcraft, the main focus has been on making sure it has a diverse cast of characters, and we see Switchcraft as a game changer for casual puzzle games in terms of diversity levels. “.
“The efforts to incorporate diversity throughout the game – in a rigorous and authentic way – were led by the Switchcraft gaming team itself. Our team that created the game included 14 different nationalities and a strong core of female developers.
“The team felt, just like us as a studio, that players should be able to see their own identities, as well as diverse backgrounds and experiences, reflected in the games they play. We hope for a time when that will happen. level of diversity won’t be distinctive, and we want to play our part in leading this important conversation in our industry. ”
Representation within the games industry is not just about the games themselves, but there is industry-wide under-representation of different cultures and ethnicities.
To hear the experiences and advice of people of color in the games industry, visit our POC in Mobile page.