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Mental Health, Diversity, and Games
“One of the things that has to change profoundly in the gaming industry is the fundamental misapprehension of the size of your audience, the diversity of your audience, and the importance of your own perspective,” says Eve Crevoshay, executive director of Take This, a mental health advocacy and training non-profit that serves the game industry and the game community.

“What you love is important, but it’s not the most important thing about making games, because your audience is not just you and people who look like you,” says Crevoshay. “That’s the switch that has to happen.”

In some ways, especially at giant publishers and console manufacturers, companies already know about the diversity of their audiences. They’re already doing the analytics. But is that bleeding down fast enough into the creative decisions that are made about games and portfolios?

As part of an ongoing VR series presented in partnership with Oculus, lead writer for GamesBeat Dean Takahashi and others will be talking about that question and more. Mental Health, Diversity, and Games, December 9 at 10 a.m., will explore how the ongoing lack of diversity, equity, and inclusion (DEI) in the gaming industry is having an outsized impact on both those who work in the industry and on gamers.

Dec 9, 2020 10:00 AM in Pacific Time (US and Canada)

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Eve Crevoshay
Executive Director @Take This
Eve Crevoshay is a 15-year veteran of the nonprofit sector, with a focus on fundraising and executing strategy. Her background spans education, social services, and the arts, and her passion is the next generation. Eve is a member of the advisory boards for GDC (in the advocacy track) and The International Game Summit on Mental Health (TIGS.ca). She’s also a certified yoga teacher, avid gardener and cook, and gamer. She lives in the Seattle area with her husband, daughter and two dogs.
Angela Roseboro
Chief Diversity Officer @Riot Games
As Chief Diversity Officer for Riot Games, Angela Roseboro develops and implements initiatives to drive inclusion and cultural growth. Angela manages all activities relating to diversity and inclusion (D&I) while also leading the recruiting team in driving inclusivity in Riot’s hiring and talent sourcing processes. As a member of Riot’s executive leadership team, Angela ensures D&I is tightly integrated into Riot’s broader strategy to identify, recruit, develop, and retain the best talent to make incredible experiences for players. Angela has received numerous awards and recognitions for her work including Black Enterprise’s 150 Diversity Executive, The Network Journal’s 25 Influential Black Women in Business, and 50 Out Front for Women’s Leadership, Diversity and Inclusion. She has been featured in the Chicago Tribune, The Diversity Journal, and The Commercial Real Estate Women’s Network. Angela studied at the University of Louisville and Roosevelt University.
Javon Frazier
Chief Product Officer and President (Gaming) @Studio 71
Javon Frazier is a digital strategist and serial techpreneur with experience in all areas of the media and entertainment industry including film, television, music, video games, publishing, web and mobile media. He built his repertoire at Marvel, where he spent close to a decade, starting in business development with the studio's theatrical division. Here Mr. Frazier helped launch Iron Man and The Incredible Hulk (approximately $850MM Worldwide BO), before rapidly moving on to Marvel's television arm as its Marketing Director, overseeing popular animated television series including Avengers: Earth’s Mightiest Heroes, Iron Man: Armored Adventures and Super Hero Squad. The game-changing moment came when he was appointed Vice President, Games Marketing at Marvel Entertainment and launched over 40 games on all platforms worldwide including, LEGO Marvel Super Heroes, Marvel War of Heroes, and Disney Infinity 2.0 Marvel Super Heroes, which generated over $750M in Revenue.