Part of the debate – in the Senedd at 3:34 pm on 8 May 2019.
The skills associated with e-sports and gaming, such as decision making, problem solving, digital literacy and communication, have a wide implication within the economy. They are particularly relevant to those businesses based in science, technology, engineering and mathematics. Promoting e-sports, and using online gaming to help, emphasises the STEM agenda, may help to narrow the current skills gaps in Wales and to grow the Welsh economy. This has been highlighted by the Office for National Statistics, which recently produced figures that show that Wales has the lowest proportion of internet users with the five basic digital skills. They found that 66 per cent of internet users have the five basic skills, compared to the UK's average of 79 per cent. In England, the UK Government has taken action to tackle shortages in local digital skills by establishing digital skills partnerships. These bodies were set up to bring together regional businesses, the public sector, organisations and charities to tackle local challenges such as unemployment and skills gaps. The point I wish to emphasise is that there will be wider benefits in encouraging more people, particularly young people, into the digital games sector, due to its duplication of STEM subjects.
The applicability of skills achieved through games and games development are many. They include improved decision making and cognitive skills, promoting team work and communication skills and developing digital knowledge that may benefit a number of sectors within and outside the digital sector. The importance of STEM subject skills to the economy cannot be overemphasised. A recent report by the UK Government suggested that one in five new jobs in the United Kingdom by 2022 will require such skills. It is important, therefore, that the education system in Wales rises to meet this challenge.
The 'Talented Women for a Successful Wales' report in 2016 highlighted significant challenges in delivering education in Wales. One of the points it made was the low take-up of STEM subjects by girls and women. It went on to say and highlight the relatively small amount of primary and secondary school teachers with STEM-specific backgrounds and skills. According to the report, 44 per cent of A-level ICT students and 12 per cent of A-level computing students are women, whilst only 28 per cent of secondary school teachers have specialist STEM backgrounds. The need to increase the supply of STEM skills through greater numbers of young people pursuing these subjects as an option has been acknowledged by the Welsh Government. Online gaming and e-sports are particularly popular with young people and a growing number of girls. This could lead to a higher take-up of STEM-based subjects, if interest in gaming and game development is utilised.
Research by the University of Surrey shows that girls aged 13 and 14 who play games for over nine hours a week are three times more likely to take up a STEM-based degree. Dr Anesa Hosein, the lead author of the report said, and I quote:
'educators seeking to encourage more take up of PSTEM subjects should target girl gamers, as they already may have a natural interest in these subjects.'
She went on to say:
'We need to get better at identifying cues early to recognise which girls may be more interested in taking up PSTEM degrees.'
Quote closed. Deputy Presiding Officer, using games and e-sports to encourage interest in STEM subjects may help to develop multiskilled students and graduates with directly transferrable skills and experiences that provide a foundation for future careers. This can only be beneficial for the Welsh economy, the future and for our children. Thank you.