My final example will be less research focussed, and more about a member of the industry I find fascinating and inspiring. As they say in the film industry about film choices: "Some for them, then one for you.", and so this was my indulgence of the conference.
Brenda found her love of gaming from the tabletop role-playing game Rolemaster in 1980, where she cherished her ability to be who she wanted and be strong, as her female familial role models encouraged. She began her career in the industry with landing a job at Sir-Tech, developers of the Wizardry series, by happening to offer the right person a cigarette in the ladies restroom and having a passion for discussing gaming. Sir-Tech was at the time (despite what its name might suggest) predominantly female, so the concept of women working in gaming has always been something she was "used to. It seemed normal." She has had an overwhelming positive experience in the industry, despite her gender, not having encountered the 'gender tax' other women have in recent years, but that hasn't stopped her advocating for more diversity and inclusion, beit gender or otherwise.
She, like many, believes the issue lies within the lack of diversity in the games themselves. She doesn't want to see less male-oriented titles, stating that the character should fit the story, but that we should be having a broader, more inclusive range of stories. "We all need role models. We need their stories to inspire us."
Another, less-discussed topic, is motherhood in gaming. She's happy to see the rise in maternity-inclusive gaming companies, having established maternity leave and nursery rooms in her own companies, and speaks of how important motherhood is to her and the projects she works on moving forwards. In an awfully heart-warming, tear-jerking section, she described her experience of building a video game with her daughter and how she views gaming. Her daughter was once told by a male classmate that "girls don't play games", to which her retort was "well my mommy makes them!". Smart kid.
It's always inspiring to hear from game designers looking to use gaming outside of the purely entertainment field, in education or humanities, for example, and particularly from those looking to include diversity in a field with clear homogeneity issues.