Party, but for whom? Accessibility, inclusivity and equity in Finnish game industry events
Taina Myöhänen
Game industry events are key venues for networking, career advancement and information exchange for industry members. However, these events are not always accessible, inclusive or equally available to all participants. This research examines barriers to attendance through an inclusion framework that emphasises individuals' needs for both belonging and uniqueness. Moments of exclusion, differentiation, and assimilation are analysed using survey data and interviews collected from members of the Fi
