First posted on Polygon by Campbell, "Working group of game companies announces plan to tackle crunch and workplace stress"
While this is great news and I'm very happy to see companies taking positive first steps toward combating this issue, I also wanted to discuss the White Paper that TakeThis published. It's an overview of various data that has been collected over the years in regards to the industry and covers diversity, mental health, and more. I'm still reading through it myself but you can find it here on TakeThis website.
TakeThis State of the Industry 2019
Some bits I've already found interesting are:
And much, much more.
That the game industry has a problem — usually shorthanded as "crunch" — is well documented. But a new initiative has been launched that seeks to seriously address the specifics.
Take This, a not-for-profit dedicated to addressing mental health problems in the game industry, today announced a working group made up of five games companies: Big Huge Games, Bungie, Certain Affinity, Wooga and Zenimax. Human resources leaders from the companies will work with Take This on addressing the game industry's excesses.
Company representatives will share data and will meet with Take This once a month to discuss how to resolve mental health issues associated with game industry specific problems like crunch, job security, diversity and online harassment.
Crevoshay added that a number of game industry companies had been approached, but declined to participate. "Some people are nervous about taking part, some don't feel like they have the resources to commit, and some are dealing with challenging situations in real time," she said.
While this is great news and I'm very happy to see companies taking positive first steps toward combating this issue, I also wanted to discuss the White Paper that TakeThis published. It's an overview of various data that has been collected over the years in regards to the industry and covers diversity, mental health, and more. I'm still reading through it myself but you can find it here on TakeThis website.
TakeThis State of the Industry 2019
Some bits I've already found interesting are:
Only one-third of developers remain in the industry for 10 years or more.
53% of game developers report that "crunch" (working more than 40 hours per week over an extended period of time) is an expected component of their employment, with less than 18% reporting overtime compensation for exceeding 40 hours a week of work.
In 2019, only 19% of respondents from a survey of game developers identified as female in the United States.
In the same survey, only 32% of respondents did not identify as Caucasian or European.
There are growing concerns over mental health stressors related to how individuals and companies navigate online harassment and provide support and/or validation to their employees and fans (Van Zoonen et. al., 2016; Farokhmanesh, 2018).
Mental health professionals have voiced concern over problematic gaming among extreme players. While the WHO added Gaming Disorder and Hazaderous Gaming to the new edition of the ICD in 2019 (Park, 2019), the current state of research does not fully support gaming addiction as an independent clinical disorder (Aarseth, et al., 2017).
And much, much more.
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