![]() ![]() So while there has been a decrease in the extreme working conditions that are caused by crunch, the industry still relies heavily on this flawed work structure to create their products. Also, 38% of the 2014 respondents reported typical crunch times of 50-69 hours per week compared to 35% of 2004 respondents reporting crunch times of 65-80 hours per week.” ![]() “Over the last decade, the average amount of crunch time worked has dropped, with 19% of 2014 respondents indicating they haven’t crunched in at least two years compared to 2.4% of 2004 respondents. ![]() According to polls made over the years by the International Game Developers Association : Hoffman’s outcry was the start of something great, but it didn’t trigger much of a reformation in the industry. But it’s been more than 10 years, and it’s time to ask some hard questions about what we have actually accomplished. It seemed like the game industry had reached a turning point. It ignited a furious response throughout the industry, with heated discussions, studies and lawsuits following in its wake employees of EA, one of the biggest game studios, sued their employer and won. Finally we were talking about how many game studios require their employees to work unpaid overtime for months on end, with the risk of losing their jobs should they refuse. Her detailed description of what it’s like to have a partner who’s being taken advantage of by employers, and how “limited mandatory overtime” turns into “mandatory overtime” – which is in no way compensated – put words to a problem that many developers had been aware of for a long time. More than a decade ago the harmful nature of crunch was dragged into the open by Erin Hoffman. ![]()
0 Comments
Leave a Reply. |