After recent events in the games industry have thrown a spotlight on gaming's problems with misogyny and abuse, something I've become much more passionate about is looking at the ways in which we as designers can think more clearly about how our audience relates to our games.

This is important, because it's a common UX failing to assume that your audience, their skill levels, and their experiences are all identical to yours as a designer - an experience designed for the designer all-too-often fails to adequately serve users.

Though this video is aimed more at experiences in the games community, it does provoke some thought about how we unwittingly bring personal biases into the games we create, and by bearing those biases in mind we can be more mindful of the decisions we make when designing them.