Making video games, wouldn’t that be a dream
job? Being able to develop video games and play them all day. It sounds fun,
but is it really? In Nina Huntemann’s article she explains why it is the
opposite of what it sounds like. Employees have long hours,
small pay and are dependable for the outcome of the game. These are some of the
grim working conditions of the video game industry. The video game industry
takes most of an employee’s time up and leaves them with a small sense of reward.
This is mostly common for the creatives during development of a video game as
they become socially, psychologically and physically exhausted. As Nina Huntemann states, “the
majority of developers still felt, they needed more time for themselves and
their families.”
These
working conditions affect the video game industry and the production of games.
First, the game itself is hurt by not reaching its full potential in
production. This is due to the tough working conditions and stressed out workers
within the industry. Employees should not have to deal with “psychological
and financial worries”. This ultimately makes production decrease
because you have employees worrying about the wrong things, such as “prolonged unpaid
overtime, declining morale and depression and physical and emotional suffering” as Nina Huntemann mentions. Employees should
be excited to work on a new game and see their hard work pay off.
A symbolic economy as stated by Havens and Lotz is “the explosion of jobs and industries
that involve some form of symbolic manipulation as their central tasks, whether
those symbols are audiovisual stories, music, numbers, or consumer research
data…those commodities that primarily serve communicative, informational, or
entertainment-related functions” (pg. 183). Both Havens and Lotz and Nina
Huntemann correlate in that of the practice mentioned as “crunch time”. Crunch
time stated in Havens and Lotz is “a period of
intense work that lasts sometimes more than two weeks and longer, during which
time people work as much as eighteen hour a day and some even sleep at work”
(pg. 198). In the case of the video game industry this usually happens when a
deadline is approaching and employees need to turn the gears on to get all
their work completed. Similarly, “crunch time” in Nina Huntemann’s article means prolonged unpaid
overtime. Through this period employees suffer from depression and other related
complaints as I mentioned above.
Still
want to work for the video game industry?
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