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Tetris Company CEO Maya Rogers on why we need more women in the games industry
Esports

Tetris Company CEO Maya Rogers on why we need more women in the games industry

by admin September 23, 2025


“You kind of take what your parents do for granted when you’re a kid,” reflects Maya Rogers, president and CEO of The Tetris Company.

When her father, Henk Rogers, brought home an early version of Tetris on the Game Boy in the late 1980s, she remembers it sparking a sensation in their household, as family members competed against each other for high scores. But it was only much later on that she realised how big a deal the game was.

Henk was instrumental in securing the rights to Tetris for Nintendo’s handheld, and would go on to form The Tetris Company with the game’s creator, Alexey Pajitnov, in order to handle the licensing of Tetris around the world. Maya, meanwhile, was encouraged by her mother, Akemi Rogers, to seek a career in business. “She was all about climbing the corporate ladder.”

Maya initially worked at American Honda after college. But then she got the opportunity to combine her twin passions for cars and video games by securing a job at Sony Computer Entertainment in Santa Monica, initially working on the Gran Turismo franchise. “I remember thinking, ‘Wow, this is where I belong’,” she recalls.

Henk Rogers | Image credit: aGameScout CC BY-SA 4.0

But her life took a sudden left turn when her father suffered a massive heart attack in 2005. “I flew back to Hawaii, and I was like, ‘I almost lost him’,” she recalls. “That was a turning point in my life to say, ‘Can I come work for you? I want to learn from you as much as I can while you’re still around’.”

Maya would go on to head The Tetris Company. Depressingly, even in 2025, it’s still rare to see a woman in the top job at a games firm. According to Women in Games, women make up only around 22% of the global workforce in the games industry, and hold just 16% of the executive roles in the top 15 game companies.

“It shouldn’t be that way,” says Maya. “Women need to be given a chance.”

She is passionate about getting more women into the industry. “There’s so many women playing games, and we’re still having mostly men designing games,” she says. “That doesn’t make any sense at all.”

She encourages young women to “follow their passion” and come into the business, and not be put off by thinking they’re under-qualified or lacking in experience when going for jobs.

“Men show up to the table and they’re kind of winging it, right? Guys are really good at winging it […]. Women show up overqualified, because they’re like, ‘Oh my gosh, am I good enough for the job?'”

In short, she says, “We’ve got to put ourselves out there, and be Okay to be vulnerable.”

“Men show up to the table and they’re kind of winging it, right?”

Maya Rogers, The Tetris Company

When we ask whether Maya has personally experienced any instances of sexism in the games industry, the answer is depressingly matter-of-fact: “Of course.”

“They see a youngish looking female, and they don’t believe you, or they don’t think that you run Tetris, or whatever,” she says. “But I guess it’s never really phased me.”

She adds that there are advantages, too, in standing out. “Everybody knows me, because I’m a girl, right?”

Maya has made a point of increasing the number of women working at The Tetris Company. “When my father was running the business, it was more male. And now we have a lot of women, and it’s great. We’re doing amazing things. Girls can do it all.”

Ultimately, she thinks we need more women in C-suite positions across the board, noting that DEI (diversity, equity, and inclusion) initiatives have helped in the past. “That in itself in America today is a thing that’s being questioned,” she adds, “but I think that was so important to have, because it did change how many people of diversity, [of] different backgrounds were allowed in the workplace.”

In short, she says, “there needs to be something that is almost enforced to make sure that there are enough women in the industry.” And those women who are already in powerful positions need to “be out there, being vocal, inspiring people to fight for their rights,” she says.

“It is always going to be a battle. But if you look at the history […], how do things change? It was the women [who] came together, and they fought for their rights, and that’s what needs to happen.”

Therapeutic Tetris

Maya is particularly keen to talk about the work of Professor Emily Holmes, currently at Uppsala University, who has been researching the effects of Tetris on mental health over the past 15 years or so.

“When she was at Oxford University, she started this research to try to see if Tetris can help with trauma and PTSD – and now she’s proven that in fact it can,” says Maya.

“So now we’re working more closely with Professor Holmes and trying to figure out the next steps of how we can make this really a thing […] that’s going to help people.”

Tetris Effect was originally released in 2018

Maya says that she has also heard from people with ADHD, who have said that playing Tetris helped them to focus before exams. “We’re starting to collect all these stories about how much Tetris has helped people in different ways,” she says. “I think we’re just scratching the surface of what is possible with video games and mental wellness.”

This finding that playing Tetris can actually be good for you is important, she adds, because “the video game industry gets such a bad rep,” not least through the recurrent conversations around video-game violence.

“Tetris has never been a violent game,” she stresses. “It has always been a game that’s for everyone.”

But what’s so special about Tetris that gives it these therapeutic properties?

“Clearing lines speaks to our innate desire to want to create order out of chaos”

Maya Rogers, The Tetris Company

“There’s something about the blocks: it’s a simple game, but it makes you think,” muses Maya. “There’s that something that clicks in you when you play Tetris and you get into that flow.”

“Clearing lines speaks to our innate desire to want to create order out of chaos,” she adds, “and essentially that feels good when we feel that sense of accomplishment. I think that’s the loop that really helps people with PTSD [or] trauma.”

Another subject that’s close to Maya’s heart is the environment, something she shares with her father. They founded Blue Startups in Honolulu around 13 years ago as an accelerator to help entrepreneurs, with an emphasis on supporting startups that are focused on sustainability.

“For example, one of the first companies that we invested in was a company called Volta, and they were making electric charging stations throughout the United States,” she says.

Brand new moves

But of course, these good-news stories don’t provide the whole picture. The Tetris Company was founded to protect the rights for Tetris, and as such the firm has spent much of the past few decades sending out endless cease-and-desist letters to Tetris imitators.

But Maya points out that the rights to Tetris were hard won, noting that Alexey Pajitnov wasn’t able to wrestle them away from the former Soviet Union until the nineties, and she thinks that the ability to protect copyright is becoming increasingly important in the context of the creator economy and the rise of AI.

“It’s important to protect and honour brand legacies and brands in general. If we don’t, everything becomes generic,” she says.

“There could be a million other copies out there, but there’s something to be said about the one, the original, the one that people can really relate to.”

Tetris has been constantly reinvented over the years through games like Tetris Effect and Tetris 99, and Maya says that in terms of licensing opportunities for the brand, video games are “always number one.”

But she also sees many opportunities outside games. “The people that play Tetris, whether [it was when they were] growing up or they’re just discovering it now, how do they want to engage with the brand? It’s not just through video games anymore.”

Taron Egerton played Henk Rogers in the Apple TV Tetris movie

She highlights the recent Tetris movie on Apple TV as an example – although in fact there were efforts to get a Tetris film off the ground over a decade ago now, long before the current vogue for transmedia and big-screen video-game adaptations.

But what of the future for Tetris as a game? Surely, we suggest, we’ve had all the possible variations of falling blocks that it’s possible to have by now?

Maya disagrees. “I think Tetris Effect is a perfect example of [how you can] iterate on a game that’s 40 years old, and make it cool, and make it something that connects you to a new audience.”

That said, she also recognises that way back in the mid-eighties, Alexey Pajitnov essentially came up with the perfect game. “It’s like the game of chess, it’s going to be around. It’s just a matter of making sure that [for] each generation, and each new platform, and each new way to play a video game, Tetris is there.”

And Pajitnov, along with Henk, is still keeping an eye. “They’re involved in all the major decisions,” confirms Maya. “And whenever it comes to game design, Alexey is very heavily involved, because he’s still a gamer. He’s still playing all the games, he still thinks like a programmer. That’s what he does, and that is his passion.

Alexey Pajitnov | Image credit: GDC CC BY 2.0

“So as long as they’re able to get involved, they will be involved. And it’s great, because sometimes we might have a new licensee or a new developer come on board, and we might have Alexey come and talk to them. And for them, it’s like seeing God.”

When all is said and done, it’s heartening to think that behind the corporate behemoth that Tetris has become is the story of an enduring yet unlikely friendship.

“Henk and Alexey, they’re like two people that are as different as can be,” says Maya, “but they have this common language, and they believe in each other, and they trust each other.

“And this is one of the reasons why Tetris has been successful. It was based on this handshake of these two men that came from very different backgrounds – and they trusted each other because they loved games and they’re both programmers. And that love and that relationship is still there today.”



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September 23, 2025 0 comments
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The Top Diseases We Choose to Stay Ignorant About, According to Scientists
Product Reviews

AI Medical Tools Provide Worse Treatment for Women and Underrepresented Groups

by admin September 22, 2025


Historically, most clinical trials and scientific studies have primarily focused on white men as subjects, leading to a significant underrepresentation of women and people of color in medical research. You’ll never guess what has happened as a result of feeding all of that data into AI models. It turns out, as the Financial Times calls out in a recent report, that AI tools used by doctors and medical professionals are producing worse health outcomes for the people who have historically been underrepresented and ignored.

The report points to a recent paper from researchers at the Massachusetts Institute of Technology, which found that large language models including OpenAI’s GPT-4 and Meta’s Llama 3 were “more likely to erroneously reduce care for female patients,” and that women were told more often than men “self-manage at home,” ultimately receiving less care in a clinical setting.  That’s bad, obviously, but one could argue that those models are more general purpose and not designed to be use in a medical setting. Unfortunately, a healthcare-centric LLM called Palmyra-Med was also studied and suffered from some of the same biases, per the paper. A look at Google’s LLM Gemma (not its flagship Gemini) conducted by the London School of Economics similarly found the model would produce outcomes with “women’s needs downplayed” compared to men.

A previous study found that models similarly had issues with offering the same levels of compassion to people of color dealing with mental health matters as they would to their white counterparts. A paper published last year in The Lancet found that OpenAI’s GPT-4 model would regularly “stereotype certain races, ethnicities, and genders,” making diagnoses and recommendations that were more driven by demographic identifiers than by symptoms or conditions. “Assessment and plans created by the model showed significant association between demographic attributes and recommendations for more expensive procedures as well as differences in patient perception,” the paper concluded.

That creates a pretty obvious problem, especially as companies like Google, Meta, and OpenAI all race to get their tools into hospitals and medical facilities. It represents a huge and profitable market—but also one that has pretty serious consequences for misinformation. Earlier this year, Google’s healthcare AI model Med-Gemini made headlines for making up a body part. That should be pretty easy for a healthcare worker to identify as being wrong. But biases are more discreet and often unconscious. Will a doctor know enough to question if an AI model is perpetuating a longstanding medical stereotype about a person? No one should have to find that out the hard way.



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September 22, 2025 0 comments
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F1 Academy TeamViewer car
Gaming Gear

“There’s no straight path…but if you can see it, you can be it!” – how the F1 Academy is looking to change the game for women in STEM

by admin September 6, 2025



For 75 years, Formula 1 has been an almost entirely male-dominated sport, with only a handful of female participants, both on and off the grid.

However this will soon change, as the women-only F1 Academy series, launched in 2023, looks to promote not only female motorsport drivers, but careers in STEM fields for women as a whole.

Ahead of this season’s Dutch Grand Prix, I spoke to Karin Fink, commercial director, F1 Academy, to hear more about the work the series is doing, and where it hopes to be in the future.


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Key players

Now in its third season, the F1 Academy offers 18 drivers the chance to fight for a championship across some of the world’s most demanding circuits, with practice sessions, qualifying and races integrated into Formula 1 race weekends.

Unlike Formula 1, where teams fiercely compete for the smallest bodywork or performance upgrades, the cars in F1 Academy are all identical Formula 4-spec, levelling the playing field, with the main differences being the partner and sponsor liveries. The series has attracted a wide range of partners, with individual drivers receiving support from the likes of Tommy Hilfiger, Tag Heuer, Charlotte Tilbury and TeamViewer – TechRadar Pro’s host for the trip.

“We’ve made a lot of progress in our commercial partnerships,” Fink says, “which is really important, not only from a financial perspective, but also getting our voice, our message out – so we look for partners who can work with us to amplify that message – we don’t want someone who just wants to slap their logo on the car and wait for us to do the work.”

“So the way we communicate and make our message known in the world of female sports, establishing ourselves as one of the key players in that development is very important.”

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(Image credit: Future / Mike Moore)

Already an existing partner of the Mercedes F1 team, TeamViewer was the F1 Academy’s first technology partner, helping the series as part of its work to improve gender equality, promoting opportunities for everyone across STEM fields, and sponsoring the Wild Card entry at the Zaandvoort race, where Esmee Kosterman finished an impressive 7th.

Kosterman’s car featured a special livery adorned with images of over 200 women, role models who have inspired women across a range of industries, in workplaces, in paddocks and in their personal lives.

Kosterman’s race number also referenced recent findings from TeamViewer’s Women in Sport Tech report which found 86% of women believe that having visible female leaders is key to gender equality in the workplace – something the F1 Academy is trying to boost.

“(TeamViewer) were so passionate about coming into the sport, with the view of really opening it up to female career growth and finding your pathway somewhere where it’s not always super available to everyone,” Fink notes.

“It’s the partners that have really added credibility to us as well – they took a leap of faith, and we really do appreciate their support…it really shows that we have something that is worth consideration, and creates real value and relevance in their field.”

“We’re always open to developing further – the team is always looking at working on developing the actual racing series…and now we’ve established our baseline, it’s something we can really hone in on and create some added benefit – and technology is such a huge part of everyday life these days, so of course we want to be at the forefront of that, and want to integrate it into our series as well.”

Fan connections

Like Formula 1, F1 Academy has also benefitted from the “Netflix effect”, with a TV series helping open up the sport to a whole new audience. At race weekends, the series also tries to be open and interactive for fans, offering an open paddock for people to visit, as well as autograph sessions with the drivers.

Fink says the reaction has been “100% positive,” adding, “it’s really about showing girls our drivers are what they could be – I know it’s a bit of a stereotype, but if you can see it, you can be it!”

“Connecting with our fans is really important – I think there’s so much more that we can do.”

The series also runs the Discover your Drive programme, where local students are brought in to speak to key players in the sport to show off opportunities in motorsport and STEM as a whole.

“The reality is, for everyone who comes in, there’s no straight path,” says Fink, who herself worked her way up from waitressing in the Formula 1 Paddock Club as a student, “and I’m pretty sure for a lot of the roles in technology, in the industry, we want to show that if you want it, you just say yes to any opportunity, you put your hand up.”

Susie Wolff spearheads F1 Academy (Image credit: Shutterstock.com / QIAN JUN)

Looking forward, it’s clear Fink and the entire F1 Academy series has ambitious plans for the future.

There has not been a female participant in a Formula 1 race weekend since 2014, when current F1 Academy managing director Susie Wolff drove in a practice session for Williams at Silverstone, and although five women have driven in a Formula 1 race in the past, only Lella Lombardi has ever scored a point, coming in sixth at the 1975 Spanish Grand Prix.

“The opportunity is there – what we need to cultivate is the impression that it’s not just a male sport,” says Fink.

“As opposed to other women’s sports, like WSL or WNBA, I don’t have to fill my own stadium, that advantage is enormous, and something we try to capitalize on.”

“When I look at the WNBA, the WSL…I go there now to events and meet my counterparts in those areas, so we can start to talk about our work not just as the disruptors, but as the leagues and series that are establishing ourselves…giving everyone the same base that they can build on.”

“We’ve had so much support from Formula 1 as an organization, we always want to add value to the race weekend, and be seen as someone who has earned their place to be here, and is respected by the fans, by the rights holders, by the participants – and the F1 teams have shown us so much support as well, we often get team principles and drivers come to join us on the grid.”

“We want to see our drivers advance…but it’s a long process, it won’t happen straight away. Formula 1 is 75 years old, and predominantly focused on male drivers, so I think we have a long way to go, but I’m 100% sure it’s going to happen.”



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September 6, 2025 0 comments
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A third of women mobile gamers in the UK feel guilty, says new study
Esports

A third of women mobile gamers in the UK feel guilty, says new study

by admin September 2, 2025


A new study has found that nearly a third of women who play mobile games in the UK feel guilty about gaming.

Published on August 21, 2025, the study was led by University of Stirling’s Dr Steph Rennick and Cardiff University’s Dr Seán Roberts, in partnership with Swedish gaming studio Undone Games, and surveyed 1,000 women who play mobile games in the UK about their attitudes to gaming.

The research found that 28% of the women surveyed agreed they felt guilty about taking time to play games, with older players (those over 55) less likely to feel shame than young players (those aged 16 to 24).

According to the study, women who kept that gaming secret from friends and family were three times more likely to feel guilt (63%) than those who didn’t (23%), while women who look forward to playing are 9% more likely to feel guilty than those who don’t (34% vs. 25%).

The research also found that this feeling of shame was aligned with whether women identified with gaming culture.

60% of respondents didn’t believe they played enough games to be considered a “gamer,” and women who said they perceive gaming as a male pastime were twice as likely to feel shame about playing games (46% vs. 23%), while those who would be embarrassed to call themselves a gamer felt 20% more guilt.

By contrast, women who believe occasionally playing games makes you a gamer felt 42% less shame.

“The study shows many women feel excluded from video game culture, with significant numbers of women feeling guilty about playing video games and worrying about what others think of them taking time to play games,” Dr Rennick told the University of Stirling.

“Interestingly, feeling guilty or keeping secrets about gaming did not correlate with how much time women spent playing games.

“We expected a significant proportion of women to report feelings of guilt around playing video games and taking leisure time more generally.

“But while we thought feelings of guilt or shame would have a negative impact on the amount of time women spent playing games, we didn’t find such a connection. Those who feel guilty or keep secrets don’t play less, but they feel worse.”

Elsewhere, the study found correlations between guilt and barriers related to game marketing, with 41% of women more likely to feel guilt if they didn’t know which games to try, and 44% feeling more shame if they thought games were too violent.

“This aligns with barriers identified by Chess (2017): That women may not be aware of the diversity of games available, because there is a limited range marketed to them (thus the former), and yet when they think of ‘games’ simpliciter, they may not have casual games in mind (thus the latter),” the report said.

The report specifies that this study only considered responses from people identifying as women, and while its results are “revealing,” they do not demonstrate that women feel more guilty about playing mobile games than other genders.

“Taken as a whole, we propose that the results suggest that many UK women feel excluded from video game culture, and that this exclusion can be a barrier to playing mobile games, or being open about one’s play,” the report stated.

“In other words, many of the results can be explained by women’s sense that games and gaming culture are not for them.”

“This is in keeping with previous research, which has found many gender disparities in leisure time, with women being almost twice as likely to feel guilty about taking ‘me time’ than men (GameHouse, 2023),” the report continued

“Women tend to spend less time playing if they feel they don’t fit into gaming culture – for example, if they believe that gaming is a male pastime, or that they don’t play enough games to be a gamer, are embarrassed to call themselves a gamer, or think video games are too violent,” Dr Roberts told the University of Sterling.

“In contrast, women spend more time playing if they are proud of their gaming achievements.

“This suggests that guilt and shame are just symptoms. While these are clearly negatively impacting women gamers, they may not be the root of the problem.

“Instead, removing barriers to play for women may require deeper changes such as reducing leisure inequality between men and women.”



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September 2, 2025 0 comments
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How the Casting of 'Andor' Brought More Powerful Women to 'Star Wars'
Product Reviews

How the Casting of ‘Andor’ Brought More Powerful Women to ‘Star Wars’

by admin August 20, 2025


The extraordinary ensemble seen in Andor exemplified the best of Star Wars and brought more iconic heroes and villains to the franchise in two unforgettable seasons. Led by Genevieve O’Reilly, reprising her role as Mon Mothma, the women of the Disney+ series really carved out their legacies within the Lucasfilm universe.

In a behind-the-scenes featurette for Andor, casting directors Nina Gold and Martin Ware discussed discovering the immense talents of the series’ key leading ladies. Elizabeth Dulau was an utter revelation as Kleya Marki, a season two standout as Luthen Rael’s right-hand spymaster. Gold described their search for Kleya: “Obviously, Stellan Skarsgård is completely a genius. We needed to find someone to play Kleya, who [while] a young woman, could match him in authority and intensity and could go toe-to-toe with him in all situations, and [Dulau] really did that.” We’d have to agree with the sentiment because even when Kleya was no longer sharing moments with Skarsgård’s Luthen, the actress shone in some all-timer scenes, in particular that fateful hospital mission.

Ware knew that finding an equal to match Skarsgård was key for their storyline’s eventual conclusion. “With Stellan, because he kind of plays two parts in a way for quite a lot of the show, the gallery owner requires quite a lot of lightness of touch, and then he’s got the darker side, so it was just finding…”

Gold jumped in, “…Finding someone who could do that journey with him. She really had this inner command and real authority.” And it’s one fans would love to see again if Gilroy ever revisits Andor‘s surviving characters.

An Imperial baddie who we want to see get a bigger cinematic comeuppance is Denise Gough’s Dedra Mero, the overachieving Empire social climber. Gold described the cutthroat villain as an “evil mastermind.” Gough was cast after the casting directors saw her and co-star Kyle Soller on stage. “This was a real amazing showcase for their brilliance on screen. Both of their characters have really gone through a full, really big journey to go from where they started, as she was a very impenetrable, authoritarian boss.”

Ware complimented Gough’s season two transformation. “In season two, Dedra’s character, we see her in a domestic setting. We see her at home. We see her dealing with Syril’s mum. And loving Syril in her own very strange, peculiar way.” But of course her ambition leads her to abandon the simple fascist family life for bigger things that blow up in her face.

Gold and Ware had their work cut out for them insofar as what Gilroy wanted for Cassian’s romantic partner, Bix. Thankfully they found it all with Adria Arjona. “[As] soon as she did her first five words of her first audition, it suddenly became really obvious that it must be her.”

Gold explained that Bix needed to be more than just a love interest and demonstrate that she too was a capable fighter within the rebellion, which Arjona easily handled. “She had such an incredible mix of the other kind of strength and resilience of Bix and the vulnerability and willingness to go through this immense journey that Bix has to go through. She was one of the few people who we were able to get in the room to do a chemistry test with Diego [Luna], and again that just cemented it very clearly that they were really meant to be playing these parts opposite each other.” And we agree that Arjona and Luna’s performances gave Andor its heart as well as the hope the show’s lead sacrificed so much for.

According to Ware, the casting process was shaped by both the script and Andor‘s creator. “The script alone is so detailed and precise about character and intention that it’s quite easy for us to start thinking about brilliant actors to bring them to life. But then Tony Gilroy also would love to talk about other thoughts he had on the characters before we headed out there making lists and auditioning actors.”

Gold added that Gilroy’s input along the way really brought out what the galaxy needed in its heroes and villains to serve the incredible overarching story Andor brought to our screens. “It was fascinating because Tony’s interest in character is so detailed and wonderful, and he’s very flexible in his thinking,” Gold said. “When he sees something in an actor that’s not necessarily the thing that he’d originally thought, he’s quite happy to make some changes in his thought process if it seems the right thing to do. And also the writing is so appealing to actors because it is so interesting and good.”

The trio don’t even round out the rest of the supremely talented actresses showcased in Andor, but the galaxy is a better place because of them, that’s for sure. Watch the clip below!

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



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August 20, 2025 0 comments
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