{"id":10662,"date":"2018-01-18T22:00:00","date_gmt":"2018-01-18T22:00:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/313291"},"modified":"2018-01-18T22:00:00","modified_gmt":"2018-01-18T22:00:00","slug":"how-crunch-is-more-than-a-labor-issue-in-the-video-game-industry","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/01\/18\/how-crunch-is-more-than-a-labor-issue-in-the-video-game-industry\/","title":{"rendered":"How crunch is more than a labor issue in the video game industry"},"content":{"rendered":"<blockquote><\/blockquote>\n<p>&#8211; Former executive director of the IGDA\u00a0Kate Edwards on the game industry&#8217;s attitude about crunch.<\/p>\n<p><a href=\"http:\/\/www.gameinformer.com\/b\/features\/archive\/2018\/01\/16\/crunch-the-video-game-industrys-notorious-labor-problem.aspx?PostPageIndex=1\">A piece recently published by Game<\/a> <a href=\"http:\/\/www.gameinformer.com\/b\/features\/archive\/2018\/01\/16\/crunch-the-video-game-industrys-notorious-labor-problem.aspx?PostPageIndex=1\">Informer<\/a>\u00a0features interviews from various people working in the game industry, discussing a massive labor problem that has been plaguing developers for years: crunch.<\/p>\n<p>&#8220;Crunch has been prevalent in the games industry for decades, and while it\u2019s not unique to the games industry, it has become a negative practice that has perpetuated for too long,&#8221; <a href=\"http:\/\/www.gameinformer.com\/b\/features\/archive\/2018\/01\/16\/crunch-the-video-game-industrys-notorious-labor-problem.aspx?PostPageIndex=2\">explains<\/a> former executive director of the IGDA Kate Edwards. &#8220;It burns people out, discourages them from continuing in the industry, and has seriously negative effects on physical, mental, and social health.&#8221;<\/p>\n<p>A survey conducted by the IGDA in 2015\u00a0found that 62 percent of developers said their jobs involved crunch and of those nearly one-third said crunch meant 50-59 hours of work a week.\u00a0A 2014 IGDA survey found the most common reason for developers leaving the video game industry was &#8220;<a href=\"http:\/\/www.gameinformer.com\/b\/features\/archive\/2018\/01\/16\/crunch-the-video-game-industrys-notorious-labor-problem.aspx?PostPageIndex=2\">poor quality of life.<\/a>&#8221;\u00a0<\/p>\n<p>Krzysztof Nosek, the multiplayer programming lead on <em>Call of Juarez: The Cartel<\/em>\u00a0discusses how crunch forced him to take a step back and reflect on the repercussions.\u00a0Not only was it bad for his physical and mental health, but it was affecting his personal life.\u00a0&#8220;In retrospect you see the different directions that you and the world around you have taken, and you must judge whether it was worth it or not,&#8221; <a href=\"http:\/\/www.gameinformer.com\/b\/features\/archive\/2018\/01\/16\/crunch-the-video-game-industrys-notorious-labor-problem.aspx?PostPageIndex=1\">Nosek\u00a0says.<\/a>\u00a0&#8220;It&#8217;s a tough moment that can quite often bring bouts of depression or low morale \u2013 the infamous &#8216;post-crunch realizations,&#8217; as they are known.&#8221;<\/p>\n<p>What steps can studios take to avoid crunch? Is it that easy? It turns out the the problem isn&#8217;t entirely black and white after considering studio culture and the desire to be a team player so no one is let down.\u00a0&#8220;Most, if not all of these people are your colleagues first and foremost so that communal peer pressure plays a much greater role in getting you to push than the decisions coming down from the hierarchy,&#8221;\u00a0<a href=\"http:\/\/www.gameinformer.com\/b\/features\/archive\/2018\/01\/16\/crunch-the-video-game-industrys-notorious-labor-problem.aspx?PostPageIndex=4\">admits Nosek.<\/a>\u00a0<\/p>\n<p>So what do these developers suggest when it comes to abolishing crunch? Check out the entire interview over at <a href=\"http:\/\/www.gameinformer.com\/b\/features\/archive\/2018\/01\/16\/crunch-the-video-game-industrys-notorious-labor-problem.aspx?PostPageIndex=1\">Game Informer.<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>&#8211; Former executive director of the IGDA\u00a0Kate Edwards on the game industry&#8217;s attitude about crunch. A piece recently published by Game Informer\u00a0features interviews from various people working in the game industry, discussing a massive labor problem that has been plaguing developers for years: crunch. &#8220;Crunch has been prevalent in the games industry for decades, and [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":10663,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-10662","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/10662","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=10662"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/10662\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/10663"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=10662"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=10662"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=10662"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}