Gayathri Kallukaran is a Junior Journalist with Eastern Eye. She has a Master’s degree in Journalism and Mass Communication from St. Paul’s College, Bengaluru, and brings over five years of experience in content creation, including two years in digital journalism. She covers stories across culture, lifestyle, travel, health, and technology, with a creative yet fact-driven approach to reporting. Known for her sensitivity towards human interest narratives, Gayathri’s storytelling often aims to inform, inspire, and empower. Her journey began as a layout designer and reporter for her college’s daily newsletter, where she also contributed short films and editorial features. Since then, she has worked with platforms like FWD Media, Pepper Content, and Petrons.com, where several of her interviews and features have gained spotlight recognition. Fluent in English, Malayalam, Tamil, and Hindi, she writes in English and Malayalam, continuing to explore inclusive, people-focused storytelling in the digital space.
Female gamers are increasingly challenging stereotypes in the industry.
Streamer Alyska, with nearly 600,000 followers, plays horror and action titles live.
Women now make up around half of all gamers in the UK.
Communities like Black Girl Gamers are creating safe, inclusive spaces.
The industry is shifting towards more complex female characters in games.
Breaking gaming stereotypes
Video game streamer Alyce Rocha, known online as Alyska, is helping reshape perceptions of women in gaming. Broadcasting to an audience of more than 585,000 followers across platforms, she has turned streaming into her full-time career.
While women are often associated with puzzle and life-simulation titles such as The Sims or Animal Crossing—sometimes grouped under the label “cosy gaming”—Rocha prefers role-playing, action, fantasy and horror games.
“I used to hate horror games,” she told BBC Woman’s Hour. “But my audience loved to see me suffer, so I played more and more, and now I love them.”
A growing presence
According to the UK games industry census, women now make up about half of all gamers. However, the streaming sector still skews heavily male. Rocha has seen female viewership in her own audience climb to around 10%—a small but notable rise.
She says part of her role is proving that women enjoy more than just “cosy” genres. “I’ve been gaming since I was a child. Back then, I didn’t know any other girls who played games. Now it’s easy to find communities and female streamers to connect with.”
The business of streaming
Behind the glamour of streaming lies a demanding workload. Rocha streams six hours a day, seven days a week—recently scaled back from 12-hour sessions—while also handling administrative tasks.
Her income comes from platform subscriptions, advertising revenue and brand partnerships. Yet companies like Twitch take a significant share, with the platform keeping half of standard broadcast earnings.
The pressure reflects the booming global industry: video games now generate more revenue than music, TV and film combined, with UK revenue projected to hit £13.7 billion this year.
Changing representation in games
As more women assert their place in gaming, the industry is evolving too. Overly sexualised female characters are being replaced by more nuanced portrayals.
Titles such as The Last of Us Part II feature layered female leads like Ellie, while narrative-driven games including Life is Strange explore themes of identity, body image and adolescence. Writers such as Halley Gross have helped shape these more authentic representations.
Communities for women gamers
Alongside high-profile streamers, grassroots communities are growing. Black Girl Gamers, founded in 2015, has expanded into a global network of over 10,000 members.
For many, the group offers friendship, solidarity and an escape from everyday pressures. “It’s a whole universe of people who just get it,” member Deanne said. “It gives you a calmer mindset.”
The network also provides a buffer against the toxic side of gaming culture. Members share experiences of misogynistic or racist abuse in online lobbies, with some opting to mute interactions, while others confront offenders directly. A private Discord “venting channel” allows women to share frustrations safely.
More than a hobby
For players like Rocha and groups like Black Girl Gamers, gaming is more than entertainment—it is a source of connection, empowerment and emotional support.
As a community member, Iesha explained: “Gaming has helped me through tough times, including family loss and grief. Some games let you experience emotions in gentle ways, and sharing that journey makes all the difference.”
EA bets big on Battlefield 6 after the lukewarm response to its previous release
Four studios across three countries collaborate to bring the new game to life
Developers promise a return to single-player campaigns and community-focused design
Early buzz is strong, but questions remain over the game’s long-term success
A new battle begins
Electronic Arts (EA) is preparing for what could be its most ambitious gaming launch in years. Battlefield 6, the latest entry in the long-running military shooter franchise, arrives with huge expectations and an even bigger budget.
The series has long been viewed as a grittier, more tactical counterpart to Call of Duty, yet it has never quite managed to match its rival’s dominance in sales or player numbers. This time, though, EA hopes things will be different.
Early signs are encouraging. A preview weekend earlier this year broke franchise records and generated intense buzz online. Still, the stakes are high; EA has reportedly poured hundreds of millions of dollars into the project, making Battlefield 6 a defining moment for the publisher.
Four studios, one mission
To bring the game to life, EA assembled a coalition of four studios: DICE in Sweden, Motive Studios in Canada, Ripple Effect Studios in Los Angeles, and Criterion in Guildford, UK. Together, they operate under the newly created “Battlefield Studios” banner.
Rebecka Coutaz, vice-president and general manager of EA’s European studios, believes the new game offers something special. “In terms of what it’s offering players, Battlefield 6 is probably unbeatable,” she told BBC Newsbeat.
Coutaz admits the team learned hard lessons from the franchise’s last outing, Battlefield 2042, which was criticised for technical issues and missing features. “We probably couldn’t make Battlefield 6 without the learnings we had in Battlefield 2042,” she said.
This time, player feedback has been key. EA held closed community playtests early in development, which Coutaz described as receiving “explosively positive” reactions.
Returning to the campaign
One of the biggest changes fans will notice is the return of a single-player campaign, something absent from Battlefield 2042. Criterion design director Fasahat “Fas” Salim led the studio’s work on the story missions, ensuring they are “as fun and interesting as possible for players.”
Despite reports of strain among the global teams, Salim describes the experience as rewarding. “Collaborating with different cultures and backgrounds has been really exciting,” he said. “It’s a big project, probably the biggest most of us have ever worked on.”
A young artist’s dream project
For 21-year-old lighting artist Vlad Kokhan, the new game represents a dream come true. While completing his visual effects degree at Bournemouth University, he works part-time at Criterion, shaping the mood and tone of the campaign.
A lifelong fan of the Battlefield series, Kokhan says seeing his work on the game’s promotional materials feels “surreal.” “To know that I’ve put my own thing into the game is really crazy,” he said.
High hopes, cautious optimism
Industry analysts expect Battlefield 6 to make a strong commercial impact, with projections of up to five million copies sold in its first week. Yet, the true test will be whether it can sustain that momentum in a competitive market dominated by Call of Duty, Fortnite and Roblox.
Coutaz remains measured in her outlook. “I would say yes and no — you never know,” she said. “The only thing that matters to me now is that we don’t disappoint our community, our players.”
Questions over EA’s future
Adding to the uncertainty, EA recently confirmed a $55bn (£41bn) sale to a Saudi Arabia-led investment group. The deal, structured as a leveraged buyout, leaves the company with $20bn (£14bn) in debt.
Although EA has assured staff there will be “no immediate changes,” fans worry about potential budget cuts or restructuring. Coutaz, however, insists her focus remains on supporting her teams. “The way hasn’t changed for me,” she said. “I’m here to help our team members make their best work.”
The next chapter
As launch day approaches, the developers say their goal is simple: deliver a Battlefield experience that excites players once again.
“We spend years behind closed doors making these things,” said Salim. “When it finally goes into the players’ hands and you see them having a great time, that’s what we work for.”
For EA, Battlefield 6 represents more than just another sequel. It’s a test of faith, in its studios, its fans, and its future in a gaming landscape where the next hit could decide everything.
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