We want to create great games and entertainment
The overall ambition of the Solid Work pillar is to create great games and entertainment while supporting digital well-being and accessibility for all users of our games and entertainment. To better reflect the audiences, the ambition is to develop and increase the diversity in our games and other entertainment. Through solid marketing practices and strong community engagement responsible marketing practices are managed and monitored.
Creating games and entertainment that are inclusive and can be played by all regardless of any differencies in functional variations, are key aspects for us, in game development, entertainment, other products and services. In order to ensure responsible gaming content, half of our studios have routines in place for addressing diversity and inclusion in content.
Digital well-being is the pursuit of an intentional and healthy relationship with technology. For Embracer Group digital well-being means taking responsibility for a good behavior in both our games, gaming communities, forums, and other platforms where our games are played and discussed. This can sometimes be challenging as Embracer Group is not always the platform owner, increasing the need to collaborate with other actors and industry organizations. Embracer Group has a zero tolerance for racism, sexism, and other unwanted behaviors, ensuring games are accessible and inclusive for all. To lessen negative behavior in our chats and forums, monitoring is implemented by the studios.
We believe that all people should be able to enjoy our games and entertainment. Accessible games can help combat social isolation, build inclusive communities, and improve the quality of life for people with disabilities. By implementing adaptive gaming technology, the Group is making games accessible to a greater audience, thus bringing joy and inclusiveness and enabling players with different backgrounds and abilities to play together. The different needs addressed includes challenges from both a physical, social and a cognitive perspective.
Since Embracer Groups is a provider of games and entertainment to all groups in society, responsible marketing practices and player community engagement are top priorities, especially regarding kids and youth communities. Our marketing practices are based on our values and applicable laws and regulations, as well as international guidelines. All marketing activities are monitored, and breaches of our policies are handled. When addressing inclusive and healthy gaming one aspect is how we communicate with and treat our players to create safe gaming communities. We have a zero tolerance for racism, sexism, and other unwanted behaviors, making games accessible to and inclusive for all. Actions highlighted include formal inclusivity councils or panels having been set up by studios, offering a safe space to secure an inclusive product.
Embracer Group is a global group of creative and entrepreneurial businesses in PC/console, mobile and tabletop games and other related media. The Group has an extensive catalog of over 900 owned or controlled franchises.
With its head office based in Karlstad, Sweden, Embracer Group has a global presence through its ten operative groups: THQ Nordic, PLAION, Coffee Stain, Amplifier Game Invest, DECA Games, Easybrain, Asmodee Group, Dark Horse Media, Freemode and Crystal Dynamics – Eidos. The Group has 103 internal game development studios and is engaging more than 10,000 employees in more than 40 countries.