The video game industry has rapidly expanded over the last four decades; yet there is limited research about the workers who make video games. In examining these workers, this article responds to calls for renewed attention to the role of the occupation in understanding project-based workers in boundaryless careers. Specifically, this article uses secondary analysis of online sources to demonstrate that video game developers can be understood as a unique social group called an occupational community (OC). Once this classification has been made, the concept of OC can be used in future research to understand video game workers in terms of identity formation, competency development, career advancement and support, collective action, as well as adherence to and deviance from organizational and industry norms.
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 article contributes to the work intensification literature by challenging the belief that long hours are necessary and inevitable to make successful games, discussing the negative toll of extreme work on workers and their families, and by highlighting that the project-based structure of game development both creates extreme work conditions and inhibits resistance. It considers how extreme work practices are legitimized through neo-normative control mechanisms made possible through project-based work structures and the perceived imperative of a race or 'crunch' to meet project deadlines. The findings show that neo-normative control mechanisms create an insularity within project teams and can make it difficult for workers to resist their own extreme working conditions, and at times to even understand them as extreme.
This study examines the effect of work hour congruence on employee job satisfaction and absenteeism using a large, longitudinal sample from the Canadian Workplace and Employee Survey (WES). An employee is said to have work hour congruence when they actually work the number of hours that they desire. Results indicate a difference between employees who desire more hours and those who desire fewer hours: employee desire for and receipt of more hours was related to positive changes in job satisfaction while employee desire for and receipt of fewer hours was related to reduced absenteeism. In addition, the results suggest that employees respond to employers who at least try to meet their needs; those who desired more hours and received some, but not all of these additional hours showed a positive increase in job satisfaction. This study contributes to the literature by using of a precise measure of work hour preference and change, differentiating employees who desire fewer hours from those who desire more and examining both full and partial work hour congruence.
This paper contributes to the union renewal literature by examining the union voting propensity of workers in the high-tech tertiary sector of videogame development toward different forms of unionization. We used exclusive data from a survey of videogame developers (VGD) working primarily in Anglo-Saxon countries. When looking at the factors related to voting propensity, our data indicated that the type of unionism matters and that industry/sectoral unionism is an increasingly salient model for project-based knowledge workers. This is an important policy dimension given that the legal structures and norms in Anglo-Saxon countries still tend to support decentralized enterprise-based unionism. It is also important for unions insofar as their organizing tactics remain geared toward a shop-by-shop approach or, at least, a localized geographical approach. Although additional work is required, our analyses lends support to the argument that high-commitment and high-involvement workplaces can engender a desire for collective representation and voice such as is offered through unionization. Whether this is because such workplaces step over a breaking-point line where the requirement for full alignment with employer goals becomes untenable and a source of discontent, whether this represents the existence of dual commitment where a representative agent like a union is seen as necessary to protect the work that people love, or whether there is a combination of these forces is not yet clear, but it is a critical area of future study for project-based knowledge workers.
Studies of digital game labor have tended to document problems in the working lives of developers while devoting relatively limited attention to solutions, or to collective representation as a step toward solutions. An increasing number of game developers are dissatisfied with their working conditions, and dissatisfaction is a necessary condition for workers to engage in collective action to gain the representational power needed to achieve change in the workplace. Noting that the landscape of collective mobilization in the game industry has not yet been systematically mapped, this article documents collective actions over the past five decades, and asks, “Are the collective actions of developers building momentum toward a viable, sustained mobilization?” The article presents a thematic survey of such actions, including the Quality of Life Movement, exposés of working conditions, gender equity struggles, and unionization efforts. In conclusion, the authors revisit John Kelly’s mobilization theory to assess developers’ capacity to engage in collective mobilization.
This paper uses a sub-sample (N = 5,800) of a unique data set on work and lifelong learning to develop the learning dimension of the Job Demand-Control model (Administrative Science Quarterly [1979] 24:285). The model is expanded by including three distinct learning behaviors to allow for a complete assessment of workplace learning. Worker control is also expanded to include often confounded dimensions of Social and Technical Control. The results confirm that different types of learning are related to different determinants and that Social and Technical Control are key factors in learning participation.
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