Games Industry Census 2022 reveals working from home shift, increase in mental health struggles

  • University of Sheffield researcher has compiled the second ever census of the UK's video game industry giving a new insight into its demographic make up and working habits
  • Census reveals an increase in the number of workers struggling with their mental health, with 38 per cent of respondents reporting that they suffered from anxiety, depression or both - up from 31 per cent before the pandemic
  • Results reveal that only 10 per cent of workers want to return to working from the office full-time now Covid-19 restrictions have eased, more than half prefer a hybrid approach and 38 per cent wish to work from home full time - suggesting a shift in the way the industry will work in the coming years
  • Census data shows marginal improvements to diversity in the UK's game industry compared to 2020, with a slight increase in the number of women and representation of different sexualities, however the number of Black, Asian and Minority Ethnic people working in the industry remains the same

The University of Sheffield has compiled the second ever UK Games Industry Census, giving a deeper insight into the demographic make-up and working habits of the UK video games industry.

The census was completed by over 3600 industry workers in autumn 2021, and asked respondents about their personal characteristics and background - such as ethnicity, gender identity and sexuality - as well as about their working practices. It has been published by Ukie and conducted by Dr Mark Taylor, from the Sheffield Methods Institute at the University.

The census was first conducted in 2019 prior to the pandemic. The first-of-its-kind report delivered the most comprehensive and detailed assessment of diversity within the UK games industry workforce ever conducted. This time around, it also explored a number of new areas such as the impact of the pandemic on working practices and attitudes towards the workplace and industry to deepen understanding of the sector.

Attitudes to the workplace

The pandemic has resulted in both major changes to how people in the UK games industry work and their preferences for where they'll work in the future.

Pre-pandemic, 66 per cent of people in the industry reported that they worked in the office, compared to 9 per cent at home and 7 per cent working in a hybrid system. By Autumn 2021, 80 per cent were working at home, 8 per cent from the office alone and 11 per cent in a mix of both.

Looking ahead, only 10 per cent of industry workers expressed a preference to work from the office in the future. In comparison, 52 per cent of respondents identified their ideal working situation to be a hybrid approach and 38 per cent wanted to work from home full time, suggesting a shift in the way the industry will work in the future.

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