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Empowering Women In Gaming

Empower One, Empower All

When a social space becomes hostile to one group, everyone suffers.

While by 2025, almost 1/3 of the worldʼs population will be playing video games, and 41% of these players are women, 77% still experience gender-based discrimination while playing.

Translated into numbers, this is over 823 million people. The abuse is clearly a systemic challenge to the gaming industry. However, as with every challenge, there is an opportunity for those companies looking to take action against this harm. This ActiveFence report shows how gaming companies can proactively build safe and inclusive spaces in online gaming.

Portrait of Gideon Freud, author on the ActiveFence blog
Gideon Freud

Gideon is a Senior Intelligence Writer at ActiveFence. He graduated from Oxford University in 2012, where he studied social and cultural anthropology with a special focus on the growth of political extremism in Europe. He joined ActiveFence in January 2021, and is interested in researching the development of national laws focused on regulating online activities.