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"EA Spouse" and the Crisis of Video Game Labour: Enjoyment, Exclusion, Exploitation, and Exodus

Nick Dyer-Witheford, Greig S. De Peuter
2006 Canadian Journal of Communication  
Abstract: The blog postings of "EA Spouse," partner of an exhausted video game programmer, have catalyzed discussion of epidemic overwork in the digital play industry.  ...  This paper analyzes the crisis of labour in this glamorous new medium. After a brief overview of the industry and its production process, we discuss its labour conditions under four headings.  ...  "Crunch time" is the industry term that indicates an apparently unusual period of crisis in the production schedule.  ... 
doi:10.22230/cjc.2006v31n3a1771 fatcat:2qk5x3cn7nfnlj3l35qkqeqgpi

Laptops in the Living Room: Mobile Technologies and the Divide between Work and Private Time among Interactive Agency Workers

Sam Ladner
2008 Canadian Journal of Communication  
Rather, it is the underlying social relations of workplaces that affect how individuals negotiate the use of these technologies in non-work time and space.  ...  Abstract: This article examines how mobile technology use affects the division between private and work time among workers in interactive advertising agencies.  ...  But come "crunch time," when games are nearing shipment to stores, one third of workers worked between 65 and 80 hours a week (International Game Developers Association, 2004) .  ... 
doi:10.22230/cjc.2008v33n3a1981 fatcat:avtn7asxbjbovn35xfkwxlzrvi

The Capacity for Mobilization in Project-Based Cultural Work: A Case of the Video Game Industry

Marie-Josée Legault, Johanna Weststar
2015 Canadian Journal of Communication  
This does not lead us to share the belief of a decline in collective action, but rather raises the issue of conflating union action and collective action.  ...  This article examines the factors of collective action among developers as an example, using data gathered from an international survey and interviews.  ...  Acknowledgments the authors would like to acknowledge the support of the social sciences and Humanities research council of canada (ssHrc) in the completion of this research.  ... 
doi:10.22230/cjc.2015v40n2a2805 fatcat:7cq4xqinl5d6jg2esildbpfm7e

Crunch time in software development: a theory [article]

Ruzica Jozin, Universität Stuttgart
2020
The aim of this master's thesis is to find out how such "Crunch Time" phases affect people in software development and the importance of stress and time pressure in contrast to "Crunch Time".  ...  The answers of the interview questions show that "Crunch Time" is part of software development and that the terms stress and time pressure can be excluded and interpreted differently.  ...  The results of the interviews from the studies "Crunch Time: The Reasons and Effects of Unpaid Overtime in the Games Industry" by Henrik Edholm, Mikaela Lidström, Jan-Philipp Steghöfer [ELSB17a] , "Time  ... 
doi:10.18419/opus-11093 fatcat:innjygo5dram3fv7djj4vosmky

The perils of project-based work: Attempting resistance to extreme work practices in video game development

Amanda Peticca-Harris, Johanna Weststar, Steve McKenna, Edward Granter, Leo McCann, Maree Boyle
2015 Organization  
This article examines two blogs written by the spouses of game developers about extreme and exploitative working conditions in the video game industry and the associated reader comments.  ...  The wives of these video game developers and members of the game community decry these working conditions and challenge dominant ideologies about making games.  ...  This process resulted in the identification of four dominant sub-themes: quality games, crunch (sustained overtime), project-based control, health issues and family conflict.  ... 
doi:10.1177/1350508415572509 fatcat:2g5g4tfefrdz3mph4tklofhagi

Deepening Conditions of Precarity in the Korean Game Industry and Collaborative Strategies to Overcome Constraints

Sangkyu Lee
2018 Kritika Kultura  
Despite the remarkable growth in the Korean game industry, many underlying problems overshadow its success, such as labor exploitation, low wages, employment instability, and alienated labor.  ...  This paper uses a qualitative methodology to investigate the implications of the game industry market's transition from PC online to the mobile game platform since the 2010s, which contributed to the industry's  ...  Surrounding the Working Environment There is a distinctive habitual labor practice in the game industry, called "crunch mode. " This refers to a period of intensive night-time and overtime work, especially  ... 
doi:10.13185/kk2019.03211 fatcat:fvs7gvc74bexpi6og7abdiljve

Time use and rurality - Canada 2005

Hugh Millward, Jamie Spinney
2009 Electronic International Journal of Time Use Reserach  
Note: *** statistically significant at the 0.001 level, ** at the 0.01 level, * at the 0.05 level, and + at the 0.1 level. Source: Own calculations from the Panel Study of Income Dynamics.  ...  At the same time and for the same reasons, including duration can also have a negative effect on the results.  ...  The reason for the decline in discretionary time between 1997 and 2003 is the increased amount of time spent sleeping and in school, nondiscretionary activities.  ... 
doi:10.13085/eijtur.6.1.109-129 fatcat:xu7uhehwzffphne5n3zefhkkpe

New developments in time technology - projects, data, computing and services

2009 Electronic International Journal of Time Use Reserach  
Note: *** statistically significant at the 0.001 level, ** at the 0.01 level, * at the 0.05 level, and + at the 0.1 level. Source: Own calculations from the Panel Study of Income Dynamics.  ...  At the same time and for the same reasons, including duration can also have a negative effect on the results.  ...  The reason for the decline in discretionary time between 1997 and 2003 is the increased amount of time spent sleeping and in school, nondiscretionary activities.  ... 
doi:10.13085/eijtur.6.1.167-177 fatcat:urihfdhbtjbfrhpdhfd7c76wau

Predictors of time famine among Finnish employees - Work, family or leisure?

Timo Anttila, Tomi Oinas, Jouko Nätti
2009 Electronic International Journal of Time Use Reserach  
Note: *** statistically significant at the 0.001 level, ** at the 0.01 level, * at the 0.05 level, and + at the 0.1 level. Source: Own calculations from the Panel Study of Income Dynamics.  ...  At the same time and for the same reasons, including duration can also have a negative effect on the results.  ...  The reason for the decline in discretionary time between 1997 and 2003 is the increased amount of time spent sleeping and in school, nondiscretionary activities.  ... 
doi:10.13085/eijtur.6.1.73-91 fatcat:4owcprlcdrbyhonyalojclhyzu

Terms of marriage and time-use patterns of young wives - Evidence from rural Bangladesh

Sajeda Amin, Luciana Suran
2009 Electronic International Journal of Time Use Reserach  
Note: *** statistically significant at the 0.001 level, ** at the 0.01 level, * at the 0.05 level, and + at the 0.1 level. Source: Own calculations from the Panel Study of Income Dynamics.  ...  At the same time and for the same reasons, including duration can also have a negative effect on the results.  ...  The reason for the decline in discretionary time between 1997 and 2003 is the increased amount of time spent sleeping and in school, nondiscretionary activities.  ... 
doi:10.13085/eijtur.6.1.92-108 fatcat:dulz23axjzgspeemesqmztd2vq

Harmonising extended measures of parental childcare in the time-diary surveys of four countries - Proximity versus responsibility

Killian Mullan, Lyn Craig
2009 Electronic International Journal of Time Use Reserach  
Note: *** statistically significant at the 0.001 level, ** at the 0.01 level, * at the 0.05 level, and + at the 0.1 level. Source: Own calculations from the Panel Study of Income Dynamics.  ...  At the same time and for the same reasons, including duration can also have a negative effect on the results.  ...  The reason for the decline in discretionary time between 1997 and 2003 is the increased amount of time spent sleeping and in school, nondiscretionary activities.  ... 
doi:10.13085/eijtur.6.1.48-72 fatcat:4cngf43l2ff37n627xx5oajptu

The Political Economy of Canada's Video and Computer Game Industry

Nick Dyer-Witheford, Zena Sharman
2005 Canadian Journal of Communication  
After an overview of companies, ownership, markets and regional distribution, it discusses the developmental dynamics and contradictions of the Canadian industry in terms of capital, state, and labour.  ...  Abstract: Video and computer games are a burgeoning new media industry with global revenues rivaling those of film and music.  ...  General Manager, Nintendo of Canada.  ... 
doi:10.22230/cjc.2005v30n2a1575 fatcat:vasvs4vk4va6njkvbkkb3red4y

"The Father of Survival Horror": Shinji Mikami, Procedural Rhetoric, and the Collective/Cultural Memory of the Atomic Bombs

Ryan Scheiding
2019 Loading ..  
In the case of Mikami, the narratives of his games follow what Akiko Hashimoto labels as the "Long Defeat", in which Japanese collective/cultural memory struggles to cope with the cultural trauma of the  ...  These include: 1) depictions of physical and emotional trauma, 2) the large-scale destruction of cities, and 3) distrust of those in power.  ...  It should also be noted that these lesser known (at least publicly) workers are responsible for the bulk of work on a game and are most affected by unfair labor practices, such as unpaid overtime, cyclical  ... 
doi:10.7202/1065894ar fatcat:x5uyyzec5vglfhfilxreuelz6u

Memory: Ars Memoriae, Collective Memory, and the Fortunes of Rhetoric

Bradford Vivian
2018 Rhetoric Society Quarterly  
Érudit is a non-profit inter-university consortium of the Université de Montréal, Université Laval, and the Université du Québec à Montréal.  ...  Use of the services of Érudit (including reproduction) is subject to its terms and conditions, which can be viewed online. https://apropos.erudit.org/en/users/policy-on-use/ This article is disseminated  ...  It should also be noted that these lesser known (at least publicly) workers are responsible for the bulk of work on a game and are most affected by unfair labor practices, such as unpaid overtime, cyclical  ... 
doi:10.1080/02773945.2018.1454214 fatcat:3egrxpzevfhapi7nzpcbtjlbhi

"Responsibilizing" a Healthy Britain: Personal Debt, Employment, and Welfare

Carl Walker
2011 International Journal of Health Services  
Recent studies have reported pervasive cultural expectations of unpaid overtime (26, 28) , and the United Kingdom stands out among its European counterparts in this regard.  ...  of the game' that both enable and constrain action" (52) .  ... 
doi:10.2190/hs.41.3.g pmid:21842576 fatcat:mfgpxbq36vgsllxmtrhvgrybci
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