Creativity Shouldn’t Have An Expiry Date
On the 14th October, we celebrate Ada Lovelace, who in 1843 wrote the first ever computer algorithm. While working on Charles Babbage’s Analytical Engine, she imagined a machine that could make art, music, and patterns, not just calculate1. It’s a fitting starting point for industries built on imagination. The modern games and creative sectors owe as much to artistry as to engineering, and yet, the balance of who gets to shape those worlds is still uneven.
According to Ukie’s latest UK Games Industry Census, women make up around 30% of the UK games workforce 2. That’s progress, but still far from parity. Representation also drops sharply at senior and leadership levels, with few women leading studios or even at a senior level.
And let’s talk about the elephant in the room…age.
Women over 50 are one of the fastest-growing groups in the UK workforce,3 yet they remain strikingly underrepresented in the games and creative industries. In sectors that celebrate youth, experience can be undervalued, as they are seen as less “current” rather than more capable. But experience is creative capital. It brings strategic perspective, empathy, long-term vision, and a deep understanding of audiences and culture.
Research consistently shows that age-diverse teams are more innovative.4 When studios bring together early-career talent and later-career expertise, the work improves. Supporting women in later stages of their careers also benefits those just starting out. When younger women see older women thriving in creative tech — leading studios, coding engines, designing art, or producing games — it changes what feels possible. Studies show that exposure to visible female role models in STEM and creative fields directly increases girls’ likelihood of entering those paths,5 and that intergenerational mentorship boosts confidence, progression, and retention.6 So, retaining women over 50 isn’t just about fairness; it’s about strengthening the creative pipeline.
The next wave is already on its way. More women are studying ‘tech’ subjects more than ever before 7. But to keep that talent, studios and creative employers need to show that games and digital creativity can be a lifelong career.
That means designing work that fits real lives: flexibility that’s normal, not exceptional; career paths that don’t plateau after 40; menopause and health issues that directly affect women are treated as part of inclusion, not a side issue. It also means recognising and celebrating the creative talent that’s 50+, the producers, designers, writers, engineers, and storytellers who continue to shape how the world plays and connects.
Ada Lovelace saw code as art. Today, the games and creative industries carry that legacy. The challenge now is to make sure that creativity remains open to everyone, at every stage of life.
- https://www.sciencefocus.com/future-technology/how-ada-lovelaces-notes-on-the-analytical-engine-created-the-first-computer-program
- https://cms.ukie.org.uk/wp-content/uploads/2025/05/Ukie-Diversity-Census-Report-2022-6_compressed.pdf
- https://www.ons.gov.uk/employmentandlabourmarket/peopleinwork/employmentandemployeetypes/bulletins/uklabourmarket/previousreleases
- https://figshare.le.ac.uk/articles/conference_contribution/Workforce_Age_Diversity_Innovation_Performance_and_the_Moderating_Effect_of_Societal_Tolerance/26335483
- https://www.frontiersin.org/journals/psychology/articles/10.3389/fpsyg.2020.02204/full
- https://www.povertyactionlab.org/policy-insight/advancing-womens-representation-and-opportunities-stem-fields-through-exposure-role
- https://www.bcs.org/articles-opinion-and-research/female-computing-students-closed-the-gap-on-men-in-2024-new-data-shows