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Virginia McDowell: The Gaming Industry Veteran
Jul 13, 2024
Virginia McDowell: The Gaming Industry Veteran
Career Overview
Background
: Degree in Journalism, started in media (late 1970s) covering stories related to gaming.
Entry into Gaming
: Took entry-level position at Bally's Park Place in Atlantic City, the third casino to open after legalization in New Jersey.
Career Path
:
Worked at Bally's Park Place
Recruited to Argosy Gaming in the Midwest in 1997, stayed until 2005 (acquired by Penn National Gaming).
Trump Entertainment Resorts (2005-2007).
Isle of Capri Casinos as President and COO (2007), then CEO (2011).
Global Gaming Women (GGW)
:
Founded GGW twice, once under the American Gaming Association (AGA) and then spun off as an independent non-profit after her retirement in 2016.
Current Role
: Sits on the board of Entain (previously GVC) and Global Gaming Women.
Role at Entain
ESG Leadership
Program
: Entain Sustain
Focus on sustainability led by CEO Jette Nygaard-Andersen.
Sustainability Charter
: Four key focuses
Exclusive focus on regulated markets.
Lead on responsible gaming (via programs like Changing for the Better and ARC Advanced Responsibility and Care Program).
Pursue the highest standards of corporate governance.
Invest in people and communities.
Industry-wide ESG
:
Transition from Corporate Social Responsibility (CSR) to Environmental, Social, and Governance (ESG).
ESG includes environmental concerns and Diversity, Equity, Inclusion (DEI).
Governance focus includes pursuing licenses in regulated markets.
Increasing interest from ESG investors necessitates adherence to ESG principles.
DEI and Pandemic Impact
DEI Efforts
:
Significant focus on diversity and inclusion within Entain.
Efforts include partnership with McLaren Racing and Girls Who Code for reskilling women and promoting tech careers.
Pandemic
:
Noted adverse impact on the female workforce.
Research showed women working 16-hour days due to homeschooling and job responsibilities.
Emphasis on reskilling to bring women back into the workforce.
Global Gaming Women (GGW)
Mission and Goals
Mission: Build the next generation of female leaders in the gaming industry.
Programs
: Comprehensive education and mentoring:
Educational Pyramid
: From entry-level classes to advanced leadership training.
Lean In Circles
: Inspired by Sheryl Sandberg, personal groups for discussing professional growth.
Digital platform expansion due to the pandemic allowed global reach.
Evolution of Women's Role in Gaming
Early Career
: Gender-blind opportunities in the rapidly growing Atlantic City market.
Industry Trends
: Initial misogyny in Las Vegas, evolution with women taking senior positions.
Challenges and Progress
:
Industry is 50% women but predominantly in customer-facing roles.
Need for structured programs to advance women into senior positions.
Companies willing to change but often uncertain how to effectively implement changes.
Future Vision
Quotas
: Mixed views; necessary but not sufficient on their own.
Ultimate Goal
: An industry where programs like GGW are no longer needed.
Cultural Shifts
: Equality in organizational structures and hiring processes without conscious bias.
Inspiration
: Reference to Ruth Bader Ginsburg's quote on Supreme Court composition.
Closing Remarks
Encouragement for companies to take actionable steps in DEI and ESG areas.
Hope for the future where gender and diversity conversations are normalized in the industry.
Notable Quotes
Virginia McDowell's view on sustainable and inclusive practices in the industry.
Reference to Cassie Stratford's vision for GGW to eventually become redundant.
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