Submitted
Digital Inclusion

Damage School: online cohort learning

Team Leader
Izzie Colipitts-Campbell
Solution Overview
Solution Name:
Damage School: online cohort learning
One-line solution summary:
Damage School is an equitable online learning platform that equips marginalized & underrepresented people to enter the games industry.
Pitch your solution.

The games industry is estimated at a $180-billion market value, and that number is growing. However, this market is not equally accessible to everyone. The games industry has systemically discriminatory hiring practices. The staggering lack of diversity in the games industry workplace produces culture and content that is demonstrably toxic and inequitable for 2SLGBTQIA+ and other marginalized individuals

Our solution is to empower creators with diverse-lived experiences to create their own studios. 

Damage School (DS) is an equitable and free online learning platform that scales our successful Damage Labs studio startup program to empower and equip racialized and gender-marginalized people to enter the games industry through an innovative cohort approach to online learning. By providing a viable alternative to traditional modes of higher education, DMG will challenge existing power structures in this sector through reimagining and activating funding models and ethical labour structures that centre cooperation and information-sharing.

Film your elevator pitch.
What specific problem are you solving?

The games industry is a major contributor to the Canadian and global economies. Buoyed in part by digital sales, the games industry’s performance increased during COVID-19. The games industry is thriving, with major games studios regularly hiring.

The problem is who is being hired for these jobs. Sexism and a lack of diversity in the games industry is a longstanding issue creating both a toxic culture and insurmountable barriers for historically underrepresented and marginalized individuals.

While the content of games has begun to change to reflect more diverse perspectives, the power structures within the industry lag behind. In 2019, 47% of people playing games identified as women, while only 24% of individuals working in the industry did so. These numbers skew further towards a disproportionate industry representation of heterosexual, cisgender individuals. Last year, multiple allegations of sexual misconduct by male team leaders were reported at many of the industry’s largest companies, including at Ubisoft’s Toronto offices. We understand disproportionate representation within the industry and sexual misconduct from those in positions of power to be intrinsically linked. 

Without diversity at the hiring level, misogynistic, heteronormative business practices flourish, creating toxic workplace cultures that further entrench those practices.

What is your solution?

DMG is committed to supporting the socio-cultural changes that are necessary to make game-design and opportunities in the games industry accessible to all; those who have experienced marginalization require additional social support to enter this sector. Our solution, the Damage School will effect systemic change in the games industry through a hybridized approach to mentor-matching and cohort-based peer grouping in a subsidized learning and sector-networking opportunity for racialized, and gender-marginalized creators. Rather than simply presenting online resources for independent study, we are replicating the vital peer-support model DMG has developed in our Toronto community in an online space to foster deeper engagement and learning. 

Existing online learning platforms reinforce non-participatory models of skills-development, and do not adapt to the governing values of the groups that use them. DS’s facilitation methods – variable engagement, equitable contribution, distribution of control and power, community accountability, and care – are critical to empowering marginalized  individuals to create games and businesses within a social justice context; in other words, we are updating existing technology with social design to promote inclusion. No existing platform meets these requirements, and so we see an opportunity to solve the problem by creating and sharing this resource.

Who does your solution serve, and in what ways will the solution impact their lives?

DMG’s target population is racialized, 2SLGBTQIA+, and other gender-marginalized games creators. DMG grew out of grassroots community support in response to a demonstrated need for more inclusive access to independent game arts and culture.

Games are an artistic medium with profound expressive and financial potential; an independent game maker can create a game that demonstrates their perspective and deliver it to a wide audience through a variety of channels. However, the “games industry” at large reflects the same repressive structures that are typical in the tech industry, rewarding mediocre men through “boy’s club” hierarchies and promoting messages that reinforce the status quo and pushing women and other gender-oppressed creators to the margins of the industry, both in terms of development and games-related media and reporting. Even if there are anomalous games studios looking to hire diversely, getting into the games industry poses significant barriers to historically underrepresented and marginalized persons, including barriers around accessibility, modes of higher education, lack of representation in mentors and community, and sector-wide gatekeeping of resources.

In order to change the existing games industry, it is necessary to create an alternative economy and culture that can compete with it while retaining values such as intersectionality, equality, and wealth equity; by creating an alternative model, we create a shelter for those who need it while demonstrating the viability of these values to the mainstream. We believe that creating space to make and talk about games in an explicitly feminist context elevates the craft, amplifies alternative and diverse narratives, and supports the socio-cultural changes that are necessary to make game-design accessible to all. Every success our members achieve creates positive examples that DMG is able to amplify to illustrate the possibility of alternative structures of game development and values-based economic stability. 

Our online repository will be centre on three tenets: ethical labor frameworks, alternative financing opportunities, and structures that centre collaboration and cooperation. Each tenet empowers creators to create businesses in a network of support that fundamentally alters the expectations of the modern games industry and also integrates mechanisms of social support into business development. We centre empowerment of users in technology and the learning process; too often, people learn basic skills for developing games but are uncertain of the next steps for starting a studio or business. This is why the support of an engaged community of collaborators through peers and mentors is central to DMG’s education model—-we know that change in the game industry isn’t as simple as training marginalized individuals in skills so that they can be hired into an existing toxic and exploitative workplace. Damage School is a network that creates and enables users to access resources to create workplaces on their terms to change the industry. 

DMG listens to our members on how best to serve their needs. We actively promote the work of racialized creators, and are in constant discussion about how to make sure that we’re actively supporting them. Similarly, our membership is neuro-diverse and we develop and change how we offer our programs to make sure that our most marginalized members feel welcome and supported. We practice equity, providing the most support to those who need it the most in order to participate in our programs. 

In the past we have offered childcare services to allow members with children to participate, and provided equipment and food to members who needed them to create their works. In the wake of Covid-19, we have been taking steps to insure the safety of our immuno-compromised or other vulnerable members by delivering grocery orders to their homes and remaining in contact during social isolation. 

Which dimension of the Challenge does your solution most closely address?
  • Equip everyone, regardless of age, gender, education, location, or ability, with culturally relevant digital literacy skills to enable participation in the digital economy.
Explain how the problem you are addressing, the solution you have designed, and the population you are serving align with the Challenge.

Damage Labs was developed to provide an alternative to post-secondary education and skills-development to marginalized creators who could not otherwise afford costly training programs in this sector. Damage School will scale and grow the impact of this program, using a peer-support social engagement model to supplement online learning. This intensive level of support bypasses several major obstacles for participation in the games industry as a thriving digital economy, deepening and strengthening learning outcomes for marginalized creators so that they can start businesses and make important works that share their visions, inspiring further creativity in audiences with shared experiences.

In what city, town, or region is your solution team headquartered?
Toronto, ON, Canada
What is your solution’s stage of development?
  • Growth: An organization with an established product, service, or business model rolled out in one or, ideally, several communities, which is poised for further growth.
Explain why you selected this stage of development for your solution.

Damage School (DS) will scale and grow the impact of our previously successful Damage Labs program: a yearlong, free program for games creators from historically marginalized and underrepresented backgrounds ready to start a game studio, while learning about ethical labour frameworks, alternative financing, and games studio structures that centre cooperation. Not only was this program successful, it was integral to our development of DS, which will expand on the Damage Labs concept to implement a peer-support social engagement model to supplement online learning to deepen and strengthen learning outcomes for marginalized creators so that they can participate in the games industry as a thriving digital economy. The ready scalability of our solution does not end with DS, it is a model designed for further growth, with applications across communities around the world; we will create a resource for starting similar initiatives to share with other organizations.

Who is the Team Lead for your solution?
Izzie Colpitts-Campbell
More About Your Solution
About Your Team
Your Business Model & Partnerships
Partnership & Prize Funding Opportunities
Solution Team:
Izzie Colipitts-Campbell
Izzie Colipitts-Campbell
Executive Director