June 25, 2019

9 Min Read

inside ubisoft

Speaking Out For Inclusive Videogame Worlds – Q&A with Ne-Yo and Stephanie Magnier

After attending the Diversity in AR/VR and Gaming with Ne-Yo, Ubisoft, and Unity panel, it became clear that events like these are vitally important as we work towards building a more inclusive industry. In addition to the Grammy award-winning singer, the panel included Ubisoft VP of Global Communications, Stephanie Magnier, and Unity VP and Global Head of Education, Jessica Lindl. While each panelist added their brought in their own area of expertise, each echoed the same message: that videogames and AR/VR have a responsibility to accurately reflect their players.

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The panel took place at The Holberton School, named after Betty Holberton, one of the first programmers to work on a general-purpose electronic digital computer for the US Army in 1943. The school focuses on coding and software engineering, and aims to provide opportunities to motivated students regardless of background, age, gender, ethnicity, experience, or financial ability. It's an ideology that is put into action through the schools approach to student finances (students only pay tuition once they secure a steady income post-graduation). The school's commitment to equal-opportunity education, diversity, and inclusion is what led Ne-Yo to become a member of Holberton's board of trustees.

The panel itself began with a discussion on the importance of diversity within gaming spaces, and how in many instances, "diversity" has been about perpetuating stereotypes rather than portraying the cultures that truly represent players. As the conversation shifted, the panelists discussed the responsibility videogames have to build inclusive worlds and promote positive player behavior, as well as the ways in which AR/VR experiences can work as empathy devices.

Following the panel, I spoke to Magnier and Ne-Yo about representation in videogames, the importance of equal opportunities, and what those who support diversity and inclusion can proactively do to help.

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Why did you want to be a part of this panel?

Stephanie Magnier: I think with AR/VR and all the other disruptions in our industry, we know more than ever that gaming will become the most mainstream media. Soon, five, six, seven billion people will have access to this content, so more than ever we have a responsibility to make sure that the content we create has a positive impact on the world and our players. Whether it's grand fantasy or grounded in reality, the way we represent the world will be more important than ever. We need to make sure that the way we represent communities and people is respectful, and comes from people of different backgrounds and skills. Getting to a point of diverse production teams is not always possible through traditional education paths, so schools like Holberton are a way to give access to our industry to a wider audience.

"To anyone reading this article, it's about being an ally of positivity and then spreading that message as far as you can." – Ne-Yo

Ne-Yo: Gaming is something that is global. The number of people that play games is increasing daily, and I feel like this is one thing that, no matter what race, color, creed, gender you are, is open and available to you. Gaming is something we can use to bring people together, as opposed to all the separation that's happening in the world. It's easier to pull people together this way than with anything else that's been tried. I think it's more realistic to build a sense of community through gaming than anything else. I firmly believe that, and that's one of the reasons I'm here.

**Ne-Yo, what about the Holberton School stood out to you? Why did you want to support this institution? **

Ne-Yo: The fact that technology is literally changing the face of the planet every day. The unfortunate truth about it was that it was kind of a boys club. If you didn't make this much money, or come from this kind of family, [or] have this kind of schooling beforehand, then the education wasn't for you. How can something that is literally affecting the entire world not be accessible by the entire world? If I, as a Black man, am being affected by this, how is it that I can't learn how to be a part of it so that I can move with the world? That's not fair.

So Holberton comes around with this program that removes so many of the barriers. There is no up-front tuition, there is no extra schooling required. The only thing limiting you is how hard you're willing to work. I just felt like that was groundbreaking. These founders could easily have taken their skills and made millions of dollars and not worried about the little Black kid over here that wants to learn, but doesn't have the means. I love that they've taken it upon themselves to be about people, not a bottom line. So that we, as people, can be better.

**How do you even get something like Holberton School on the radar of people who don't typically have access to this type of education? **

Ne-Yo: That's another reason that I'm a part of the board. I have roughly three million followers on Instagram. I can probably reach a person that the founders can't reach, or one of the other panelists can't reach, just because I am in the entertainment field, and because I am a young Black male. I can probably get a young Black male to listen to me before a young Black male will listen to one of them. It's about me making sure my people are educated in what's out there for them. This may not have been available to them before, but it is now, so if you want it, it's there.

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**Jessica Lindl brought up the idea that AR/VR and even videogames in general can be used as empathy devices. What examples do you think Ubisoft has of trying to make games promote empathy? **

SM: Ubisoft actually collaborated with an exhibition that's touring around the world. Age Old Cities is a digital exhibition about cities and monuments in Iraq, Syria and Libya, that have been damaged by war, terrorism or natural erosion. We contributed by proposing a VR experience that allows you to go and visit iconic places that today no longer exist or have been destroyed. It's a way to keep the legacy of these civilizations alive. For me, it was one of the most moving, educational, and hopeful things we've done at Ubisoft.

I think we always try to create games that are not only entertaining but also enrich the lives of our players, whether that's through learning, socializing, or just developing your imagination. Imagination is something that's very important for opening up the possibility in someone's mind that they can work in games.

**People tend to be drawn to other people like them, which contributes to a lack a diversity in spaces. How do we encourage people to get out of their comfort zone where they only socialize and work with people like them? **

SM: I would say, even more broadly, as people, we go back to things we know, whether that's certain kinds of people, or certain kinds of tech that I am familiar with. It's a challenge for a human being to go into the unknown, because people don't have a reference to project their mind into something new. I think in our industry, we love the unknown, we love to create the unknown, we love the disruption. I think we're in the right industry to make fast changes in our world to become more inclusive and diverse. Beyond that, I think it's also about showing how interesting, fun, and meaningful it is to spend time with people who are different from you. If I only surround myself with people who have the same background, same knowledge, same school, then it's so boring. What is really great is that at the end of the day, I've learned so much and have a new perspective because I am around people who aren't like me.

"We need to make sure that the way we represent communities and people is respectful, and comes from people of different backgrounds and skills." – Stephanie Magnier

The people that attended this panel, and likely the people who are reading this now, are in support of more diversity and inclusion, so what actionable steps can those people do to make a difference?

SM: Speak up. I think when we speak about these topics, it helps make them normal and expected. It's not only CEOs and VPs; it's every individual's responsibility to speak up about what is right. We need to make sure that as Ubisoft, we're protecting the people that choose to speak up, because that's the only way to make the world a better place.

Ne-Yo: Spread the word. There are definitely people pushing in the opposite direction, there are definitely people pushing negativity, separation, segregation, and they're dedicated to their cause. We need to be just as dedicated. To anyone reading this article, it's about being an ally of positivity and then spreading that message as far as you can.

**Speaking up is always important, but often only happens when something bad happens; it can tend to only be a reactive gesture. What can be done proactively? **

SM: That's a good point; it's important focus on the positive. I'll give you an example. Three weeks before E3, Andrien [Gbinigie] and Leon [Winkler] came to me and said, "Steph, we want to show our community that there is room in this industry for Black people." They wanted to organize a networking event for Black gaming pros. It wasn't reactive; it was a proactive initiative on their part. We as individuals have a strong role to play in diversity, and the main objective for me is being a good ally so that when these ideas come to me I can say, "Yes, go for it." Of course, the company can create initiatives, but I think it's even more powerful when it comes from the people and backed by the company. Power to the people.

For more articles like this, take a look Inside Ubisoft.

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