What Are the Key Workforce Issues in the Video Game Industry?
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Blast Off Broken Sword
ALL FORMATS LIFTING THE LID ON VIDEO GAMES Broken Sword blast off Revolution’s fight Create a jetpack in for survival Unreal Engine 4 Issue 15 £3 wfmag.cc TEARAWAYS joyful nostalgia and comic adventure in knights and bikes UPGRADE TO LEGENDARY AG273QCX 2560x1440 A Call For Unionisation hat’s the first thing that comes to mind we’re going to get industry-wide change is collectively, when you think of the games industry by working together to make all companies improve. and its working conditions? So what does collective action look like? It’s workers W Is it something that benefits workers, getting together within their companies to figure out or is it something that benefits the companies? what they want their workplace to be like. It’s workers When I first started working in the games industry, AUSTIN within a region deciding what their slice of the games the way I was treated wasn’t often something I thought KELMORE industry should be like. And it’s game workers uniting about. I was making games and living the dream! Austin Kelmore is across the world to push for the games industry to But after twelve years in the industry and a lot of a programmer and become what we know it can be: an industry that horrible experiences, it’s now hard for me to stop the Chair of Game welcomes everyone, treats its workers well, and thinking about our industry’s working conditions. Workers Unite UK, allows us to make the games we all love. That’s what a a branch of the It’s not a surprise anymore when news comes out Independent Workers unionised games industry would look like. -
Gwuzine Remaster.Pdf
Labour conditions and mass layoffs in the game industry have made the news for years, but despite outcries precious little has changed in that time — in fact, things seem to be getting worse. A year ago, we took matters into our own hands and started Game Workers Unite (GWU) to collectively fight for better conditions. Are you tired of crunch? Are you struggling to pay bills? Do you lack basic benefits like health care insurance or paid sick and parental leave? Are you made to endure harassment at work? Do you suspect you’re paid less than your coworkers because of your race or gender? As game workers, we recognize that these widespread issues will persist as long as we have to depend on management to address them. It is only through workers of the game industry organizing on our own terms and in order to defend our collective interest as workers that any progress will be possible. GWU is comprised exclusively of workers — no bosses! — and has chapters across the globe. We are building a movement of pro-union solidarity and helping game workers organize for better conditions at their workplace wherever they may be. The game industry is making record profits, yet very little of that is flowing into the hands of the people who actually create the games. Together, we have the power to change this. Table of Contents How Can Unions Help? 6 Owners versus Workers 16 Gamer Rage Leveraged Against Workers 22 Boss Fight: Tips & Tricks 30 Workers’ Co-ops: A New Way of Making Commercial Games 41 Strategy Guide: Start Organizing your Workplace 46 UnionFAQs -
Crunch » Dans L'industrie Du Jeu Vidéo Américain
https://lib.uliege.be https://matheo.uliege.be Traitements médiatiques des conflits sociaux liés à la pratique du « crunch » dans l'industrie du jeu vidéo américaine : comparaison entre sites de presse généralistes et vidéoludiques américains, sur base de trois études de cas entre 2004 et 2020 Auteur : Manguette, Clément Promoteur(s) : Vanesse, Marc Faculté : Faculté de Philosophie et Lettres Diplôme : Master en journalisme, à finalité spécialisée en investigation multimédia Année académique : 2020-2021 URI/URL : http://hdl.handle.net/2268.2/11082 Avertissement à l'attention des usagers : Ce document est en accès privé. Université de Liège Faculté de Philosophie et Lettres Département Médias, Culture et Communication Traitements médiatiques des conflits sociaux liés à la pratique du « crunch » dans l’industrie du jeu vidéo américaine : comparaison entre sites de presse généralistes et vidéoludiques américains, sur base de trois études de cas entre 2004 et 2020 Mémoire présenté par Clément MANGUETTE en vue de l’obtention du grade de Master en Journalisme, à finalité spécialisée en investigation multimédia. Année académique 2019-2020 Remerciements Je souhaite avant tout remercier les personnes qui ont rendu possible la réalisation de ce travail. Je remercie monsieur Boris Krywicki, dont les conseils, la patience et les corrections m’ont permis d’affiner le sujet et de définir un cap pour la rédaction du présent travail. J’adresse aussi mes remerciements au professeur Marc Vanesse pour avoir accepté d’être mon promoteur. Je remercie également Claire, pour sa relecture et pour son soutien indéfectible qui m’a permis de traverser les moments de doute et de découragement. -
A Precarious Game
A PRECARIOUS GAME A PRECARIOUS GAME The Illusion of Dream Jobs in the Video Game Industry Ergin Bulut ILR PRESS AN IMPRINT OF CORNELL UNIVERSITY PRESS ITHACA AND LONDON Copyright © 2020 by Cornell University All rights reserved. Except for brief quotations in a review, this book, or parts thereof, must not be reproduced in any form without permission in writing from the publisher. For information, address Cornell University Press, Sage House, 512 East State Street, Ithaca, New York 14850. Visit our website at cornellpress. cornell . edu. First published 2020 by Cornell University Press Library of Congress Cataloging- in- Publication Data Names: Bulut, Ergin, author. Title: A precarious game : the illusion of dream jobs in the video game industry / Ergin Bulut. Description: Ithaca : ILR Press, an imprint of Cornell University Press, 2020. | Includes bibliographical references and index. Identifiers: LCCN 2019020927 (print) | LCCN 2019980590 (ebook) | ISBN 9781501746529 (cloth) | ISBN 9781501746536 (paperback) | ISBN 9781501746543 (pdf) | ISBN 9781501746550 (epub) Subjects: LCSH: Video games industry—Employees—Job satisfaction—Middle West. | Video game designers—Job satisfaction—Middle West. | Video games industry—Social aspects—Middle West. | Ethnology—Middle West. Classification: LCC HD9993.E452 B86 2020 (print) | LCC HD9993.E452 (ebook) | DDC 331.7/6179480977—dc23 LC record available at https://lccn.loc.gov/2019020927 LC ebook record available at https://lccn.loc.gov/2019980590 To Gülüzar and Metin Bulut Contents Preface ix Acknowl edgments xi Introduction: For Whom the Love Works in Video Game Production? 1 1. The Unequal Ludopo liti cal Regime of Game Production: Who Can Play, Who Has to Work? 30 2. The End of the Garage Studio as a Technomasculine Space: Financial Security, Streamlined Creativity, and Signs of Friction 54 3. -
Game Production Studies Production Game
5 GAMES AND PLAY Sotamaa (eds.) & Švelch Game Production Studies Edited by Olli Sotamaa and Jan Švelch Game Production Studies Game Production Studies Game Production Studies Edited by Olli Sotamaa and Jan Švelch Amsterdam University Press The publication of this book is made possible by Academy of Finland project Centre of Excellence in Game Culture Studies (CoE-GameCult, 312395). Cover image: Jana Kilianová Cover design: Coördesign, Leiden Lay-out: Crius Group, Hulshout isbn 978 94 6372 543 9 e-isbn 978 90 4855 173 6 doi 10.5117/9789463725439 nur 670 Creative Commons License CC BY NC ND (http://creativecommons.org/licenses/by-nc-nd/3.0) O. Sotamaa and J. Švelch / Amsterdam University Press B.V., Amsterdam 2021 Some rights reserved. Without limiting the rights under copyright reserved above, any part of this book may be reproduced, stored in or introduced into a retrieval system, or transmitted, in any form or by any means (electronic, mechanical, photocopying, recording or otherwise). Every effort has been made to obtain permission to use all copyrighted illustrations reproduced in this book. Nonetheless, whosoever believes to have rights to this material is advised to contact the publisher. Table of Contents Introduction: Why Game Production Matters? 7 Olli Sotamaa & Jan Švelch Labour 1. Hobbyist Game Making Between Self-Exploitation and Self- Emancipation 29 Brendan Keogh 2. Self-Making and Game Making in the Future of Work 47 Aleena Chia 3. Should I Stay or Should I Go? The Circulations and Biographies of French Game Workers in a ‘Global Games’ Era 65 Hovig Ter Minassian & Vinciane Zabban 4. -
Bringing Politics Into It: Organizing at the Intersection of Videogames and Academia
Bringing Politics Into It: Organizing at the Intersection of Videogames and Academia Carolyn Jong A Thesis In the Humanities Program Centre for Interdisciplinary Studies in Society and Culture Presented in Partial Fulfillment of the Requirements For the Degree of Doctor of Philosophy (Humanities) at Concordia University Montreal, Quebec, Canada January 2020 © Carolyn Jong CONCORDIA UNIVERSITY SCHOOL OF GRADUATE STUDIES This is to certify that the thesis prepared By: Carolyn Jong Entitled: Bringing Politics Into It: Organizing at the Intersection of Videogames and Academia and submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (Humanities) complies with the regulations of the University and meets the accepted standards with respect to originality and quality. Signed by the final Examining Committee: _________________________________________ Chair Dr. David Howes _________________________________________ External Examiner Dr. Greig De Peuter _________________________________________ External to Program Dr. Beverley Best _________________________________________ Examiner Dr. Mia Consalvo _________________________________________ Examiner Dr. Darren Wershler _________________________________________ Thesis Supervisor Dr. Bart Simon Approved by: _________________________________________________ Dr. Erin Manning, Graduate Program Director 9 April 2020 _________________________________________________ Dr. André G. Roy, Dean, Faculty of Arts and Science iii ABSTRACT Bringing Politics Into It: Organizing -
Game Production Studies Production Game
5 GAMES AND PLAY Sotamaa (eds.) & Švelch Game Production Studies Edited by Olli Sotamaa and Jan Švelch Game Production Studies Game Production Studies Game Production Studies Edited by Olli Sotamaa and Jan Švelch Amsterdam University Press The publication of this book is made possible by Academy of Finland project Centre of Excellence in Game Culture Studies (CoE-GameCult, 312395). Cover image: Jana Kilianová Cover design: Coördesign, Leiden Lay-out: Crius Group, Hulshout isbn 978 94 6372 543 9 e-isbn 978 90 4855 173 6 doi 10.5117/9789463725439 nur 670 Creative Commons License CC BY NC ND (http://creativecommons.org/licenses/by-nc-nd/3.0) O. Sotamaa and J. Švelch / Amsterdam University Press B.V., Amsterdam 2021 Some rights reserved. Without limiting the rights under copyright reserved above, any part of this book may be reproduced, stored in or introduced into a retrieval system, or transmitted, in any form or by any means (electronic, mechanical, photocopying, recording or otherwise). Every effort has been made to obtain permission to use all copyrighted illustrations reproduced in this book. Nonetheless, whosoever believes to have rights to this material is advised to contact the publisher. Table of Contents Introduction: Why Game Production Matters? 7 Olli Sotamaa & Jan Švelch Labour 1. Hobbyist Game Making Between Self-Exploitation and Self- Emancipation 29 Brendan Keogh 2. Self-Making and Game Making in the Future of Work 47 Aleena Chia 3. Should I Stay or Should I Go? The Circulations and Biographies of French Game Workers in a ‘Global Games’ Era 65 Hovig Ter Minassian & Vinciane Zabban 4. -
Hobbyist Game Making Between Self-Exploitation and Self-Emancipation
This may be the author’s version of a work that was submitted/accepted for publication in the following source: Keogh, Brendan (2021) Hobbyist Game Making Between Self-Exploitation and Self-Emancipation. In Sotamaa, Oli & Švelch, Jan (Eds.) Game Production Studies. Amsterdam University Press, Amsterdam, Netherlands, pp. 29-45. This file was downloaded from: https://eprints.qut.edu.au/210227/ c O. Sotamaa and J. Švelch / Amsterdam University Press B.V., Am- sterdam 2021 Some rights reserved. Without limiting the rights under copyright reserved above, any part of this book may be reproduced, stored in or introduced into a retrieval system, or transmitted, in any form or by any means (elec- tronic, mechanical, photocopying, recording or otherwise). License: Creative Commons: Attribution-Noncommercial-No Derivative Works 4.0 Notice: Please note that this document may not be the Version of Record (i.e. published version) of the work. Author manuscript versions (as Sub- mitted for peer review or as Accepted for publication after peer review) can be identified by an absence of publisher branding and/or typeset appear- ance. If there is any doubt, please refer to the published source. https://doi.org/10.5117/9789463725439_CH01 Amsterdam University Press Chapter Title: Hobbyist Game Making Between Self-Exploitation and Self-Emancipation Chapter Author(s): Brendan Keogh Book Title: Game Production Studies Book Editor(s): Olli Sotamaa, Jan Švelch Published by: Amsterdam University Press. (2021) Stable URL: https://www.jstor.org/stable/j.ctv1hp5hqw.4 JSTOR is a not-for-profit service that helps scholars, researchers, and students discover, use, and build upon a wide range of content in a trusted digital archive. -
A Developer Perspective
ON PRESERVING GAMES AND PERSEVERANCE FOR THE FUTURE: A DEVELOPER PERSPECTIVE Stephen Gonzalez Thesis Prepared for the Degree of MASTER OF SCIENCE UNIVERSITY OF NORTH TEXAS May 2019 APPROVED: Christina Wasson, Committee Chair Alicia Re Cruz, Committee Member Casey O’Donnell, Committee Member Susan Squires, Chair of the Department of Anthropology David Holdeman, Dean of the College of Liberal Arts and Social Sciences Victor Prybutok, Dean of the Toulouse Graduate School Gonzalez, Stephen. On Preserving Games and Perseverance for the Future: A Developer Perspective. Master of Science (Applied Anthropology), May 2019, 63 pp., references, 39 titles. Using ethnographic research methods, I worked with the International Game Developers Association (IGDA) to conduct an exploratory study about developer perspectives on video game preservation. I conducted in-depth interviews with independent developers in the Dallas-Fort Worth region, a hub for Texas game development. These interviews explored developers' knowledge and awareness of game preservation as a topic of concern, archival culture and practices in the industry, and the IGDA's potential role in addressing issues related to preservation work. This research contributes to a growing body of literature on game preservation, urgently needed as many gaming technologies face obsolescence in the near future. I use Ellen Cushman's concept of "perseverance" to examine the difference between simply preserving video games for the future, and the perseverance of game development as a professional trade and artistic craft. Copyright 2019 by Stephen Gonzalez ii ACKNOWLEDGEMENTS First and foremost, I would like to thank my parents, Ricardo and Stella Gonzalez, for always supporting me in my quest for higher education. -
VIDEO GAME CREATION Inhibitors and Enablers in Female Inclusion
VIDEO GAME CREATION Inhibitors and Enablers in Female Inclusion Nadia V. Ruiz B. Department of informatics Master thesis, 30 hp IT Management SPM 2019.01 Abstract In 2012 and 2014, two hashtags, #1ReasonWhy and #GamerGate, exposed a highly sexist video game industry that was not welcoming female participation. This was affecting women working or wanting to work in it. Feminist technoscience studies explain this phenomenon by applying theories concerning the masculine domination of our society and the perception of women as “others.” Despite the numerous challenges and struggling for inclusion, women still create video games, many as independents, taking advantage of free game engines. Hence, my aim in this thesis was to understand the interconnections between technology, specifically in the video game industry, and its social impact. I focus on the balance of male and female participation in the video game creation, the role of game engines, and the enablers and inhibitors for female inclusion, as an important component of decision making for organizational change in this industry. I conducted an inductive qualitative research approach with eight semi- structured interviews with female video game creators from the Latin American region. My findings reveal that using free/affordable technology, such as game engines, is not enough to guarantee female inclusion in the video game industry. This industry is resistant to change and tends to reinforce male predominance by hiring only a specific type of worker that matches the perfect gamer, usually young males. The participation of women in the video game creation teams (which include developers, designers, artists, testers, among others) would bring balance, diversity, new voices and fresh/new ideas, as well as women empowerment to the table.