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Types
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First-party developers
Second-party developers
Third-party developers
Indie game developers
Quality of life
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Crunch
Discrimination and harassment
Gender
Racial
LGBT
Age
Contract workers
Unionization
See also
References
Bibliography
External links
Video game developer
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From Wikipedia, the free encyclopedia
Most video game publishers maintain development studios (such as Electronic Arts's
EA Canada, Square Enix's studios, Activision's Radical Entertainment, Nintendo EPD
and Sony's Polyphony Digital and Naughty Dog). However, since publishing is still
their primary activity they are generally described as "publishers" rather than
"developers". Developers may be private as well.
Types
Shigeru Miyamoto (left) and John Romero (right) are well-known game developers.
First-party developers
In the video game industry, a first-party developer is part of a company that
manufactures a video game console and develops exclusively for it. First-party
developers may use the name of the company itself (such as Nintendo), have a
specific division name (such as Sony's Polyphony Digital) or have been an
independent studio before being acquired by the console manufacturer (such as Rare
or Naughty Dog).[6] Whether by purchasing an independent studio or by founding a
new team, the acquisition of a first-party developer involves a huge financial
investment on the part of the console manufacturer, which is wasted if the
developer fails to produce a hit game on time.[7] However, using first-party
developers saves the cost of having to make royalty payments on a game's profits.
[7] Current examples of first-party studios include PlayStation Studios for Sony,
and Xbox Game Studios for Microsoft.
Second-party developers
Second-party developer is a colloquial term often used by gaming enthusiasts and
media to describe game studios that take development contracts from platform
holders and develop games exclusive to that platform, i.e. a non-owned developer
making games for a first-party company.[8] As a balance to not being able to
release their game for other platforms, second-party developers are usually offered
higher royalty rates than third-party developers.[7] These studios may have
exclusive publishing agreements (or other business relationships) with the platform
holder, but maintain independence so that upon completion or termination of their
contracts, they are able to continue developing games for other publishers if they
choose to. For example, while HAL Laboratory initially began developing games on
personal computers like the MSX, they became one of the earliest second-party
developers for Nintendo, developing exclusively for Nintendo's consoles starting
with the Famicom, though they would self-publish their mobile games.[9][10]
Third-party developers
A common exit strategy for a successful video game developer is to sell the company
to a publisher, becoming an in-house developer. In-house development teams tend to
have more freedom in game design and content than third-party developers. One
reason is that since the developers are the publisher's employees, their interests
align with those of the publisher; the publisher may spend less effort ensuring
that the developer's decisions do not enrich the developer at the publisher's
expense.
Activision in 1979 became the first third-party video game developer. When four
Atari, Inc. programmers left the company following its sale to Warner
Communications, partially over the lack of respect that the new management gave to
programmers, they used their knowledge of how Atari VCS game cartridges were
programmed to create their own games for the system, founding Activision in 1979 to
sell these. Atari took legal action to try to block the sale of these games, but
the companies ultimately settled, with Activision agreeing to pay a portion of
their sales as a license fee to Atari for developing for the console. This
established the use of licensing fees as a model for third-party development that
persists into the present.[11][12] The licensing fee approach was further enforced
by Nintendo when it decided to allow other third-party developers to make games for
the Famicom console, setting a 30% licensing fee that covered game cartridge
manufacturing costs and development fees. The 30% licensing fee for third-party
developers has also persisted to the present, being a de facto rate used for most
digital storefronts for third-party developers to offer their games on the
platform.[13]
A developer may not be the primary entity creating a piece of software, usually
providing an external software tool which helps organize (or use) information for
the primary software product. Such tools may be a database, Voice over IP, or add-
in interface software; this is also known as middleware. Examples of this include
SpeedTree and Havoc.
Other indie game developers create game software for a number of video-game
publishers on several gaming platforms.[citation needed] In recent years this model
has been in decline; larger publishers, such as Electronic Arts and Activision,
increasingly turn to internal studios (usually former independent developers
acquired for their development needs).[14]
Quality of life
Video game development is usually conducted in a casual business environment, with
t-shirts and sandals as common work attire. Many workers find this type of
environment rewarding and pleasant professionally and personally.[citation needed]
However, the industry also requires long working hours from its employees
(sometimes to an extent seen as unsustainable).[15] Employee burnout is not
uncommon.[16]
An entry-level programmer can make, on average, over $66,000 annually only if they
are successful in obtaining a position in a medium to large video game company.[17]
An experienced game-development employee, depending on their expertise and
experience, averaged roughly $73,000 in 2007.[18] Indie game developers may only
earn between $10,000 and $50,000 a year depending on how financially successful
their titles are.[19]
Crunch
Main article: Crunch (video games)
Some video game developers and publishers have been accused of the excessive
invocation of "crunch time".[22] "Crunch time" is the point at which the team is
thought to be failing to achieve milestones needed to launch a game on schedule.
The complexity of workflow, reliance on third-party deliverables, and the
intangibles of artistic and aesthetic demands in video game creation create
difficulty in predicting milestones.[23] The use of crunch time is also seen to be
exploitative of the younger male-dominated workforce in video games, who have not
had the time to establish a family and who were eager to advance within the
industry by working long hours.[23][24] Because crunch time tends to come from a
combination of corporate practices as well as peer influence, the term "crunch
culture" is often used to discuss video game development settings where crunch time
may be seen as the norm rather than the exception.[25]
The use of crunch time as a workplace standard gained attention first in 2004, when
Erin Hoffman exposed the use of crunch time at Electronic Arts, a situation known
as the "EA Spouses" case.[23] A similar "Rockstar Spouses" case gained further
attention in 2010 over working conditions at Rockstar San Diego.[26][27] Since
then, there has generally been negative perception of crunch time from most of the
industry as well as from its consumers and other media.[28]
The male-dominated industry, most who have grown up playing video games and are
part of the video game culture, can create a culture of "toxic geek masculinity"
within the workplace.[32][30] In addition, the conditions behind crunch time are
far more discriminating towards women as this requires them to commit time
exclusively to the company or to more personal activities like raising a family.
[23][33] These factors established conditions within some larger development
studios where female developers have found themselves discriminated in workplace
hiring and promotion, as well as the target of sexual harassment.[34] This can be
coupled from similar harassment from external groups, such as during the 2014
Gamergate controversy.[35] Major investigations into allegations of sexual
harassment and misconduct that went unchecked by management, as well as
discrimination by employers, have been brought up against Riot Games, Ubisoft and
Activision Blizzard in the late 2010s and early 2020s, alongside smaller studios
and individual developers. However, while other entertainment industries have had
similar exposure through the Me Too movement and have tried to address the symptoms
of these problems industry-wide, the video game industry has yet to have its Me
Too-moment, even as late as 2021.[33]
Increasing the representation of women in the video game industry required breaking
a feedback loop of the apparent lack of female representation in the production of
video games and in the content of video games. Efforts have been made to provide a
strong STEM (science, technology, engineering, and mathematics) background for
women at the secondary education level, but there are issues with tertiary
education such as at colleges and universities, where game development programs
tend to reflect the male-dominated demographics of the industry, a factor that may
lead women with strong STEM backgrounds to choose other career goals.[37]
Racial
See also: Race and video games
There is also a significant gap in racial minorities within the video game
industry; a 2019 IGDA survey found only 2% of developers considered themselves to
be of African descent and 7% Hispanic, while 81% were Caucasian; in contrast, 2018
estimates from the United States Census estimate the U.S. population to be 13% of
African descent and 18% Hispanic.[38][39][40] In a 2014 and 2015 survey of job
positions and salaries, the IGDA found that people of color were both
underrepresented in senior management roles as well as underpaid in comparison to
white developers.[41] Further, because video game developers typically draw from
personal experiences in building game characters, this diversity gap has led to few
characters of racial minority to be featured as main characters within video games.
[42] Minority developers have also been harassed from external groups due to the
toxic nature of the video game culture.[32]
This racial diversity issue has similar ties to the gender one, and similar methods
to result both have been suggested, such as improving grade school education,
developing games that appeal beyond the white, male gamer stereotype, and
identifying toxic behavior in both video game workplaces and online communities
that perpetuate discrimination against gender and race.[43]
LGBT
In regards to LGBT and other gender or sexual orientations, the video game industry
typically shares the same demographics as with the larger population based on a
2005 IGDA survey. Those of LGBT do not find workplace issues with their identity,
though work to improve the representation of LGBT themes within video games in the
same manner as with racial minorities.[44] However, LGBT developers have also come
under the same type of harassment from external groups like women and racial
minorities due to the nature of the video game culture.[32]
Age
The industry also is recognized to have an ageism issue, discriminating against the
hiring and retention of older developers. A 2016 IGDA survey found only 3% of
developers were over 50 years old, while at least two-thirds were between 20 and
34; these numbers show a far lower average age compared to the U.S. national
average of about 41.9 that same year. While discrimination by age in hiring
practices is generally illegal, companies often target their oldest workers first
during layoffs or other periods of reduction. Older developers with experience may
find themselves too qualified for the types of positions that other game
development companies seek given the salaries and compensations offered.[45][46]
Contract workers
Some of the larger video game developers and publishers have also engaged contract
workers through agencies to help add manpower in game development in part to
alleviate crunch time from employees. Contractors are brought on for a fixed period
and generally work similar hours as full-time staff members, assisting across all
areas of video game development, but as contractors, do not get any benefits such
as paid time-off or health care from the employer; they also are typically not
credited on games that they work on for this reason. The practice itself is legal
and common in other engineering and technology areas, and generally it is expected
that this is meant to lead into a full-time position, or otherwise the end of the
contract. But more recently, its use in the video game industry has been compared
to Microsoft's past use of "permatemp", contract workers that were continually
renewed and treated for all purposes as employees but received no benefits. While
Microsoft has waned from the practice, the video game industry has adapted it more
frequently. Around 10% of the workforce in video games is estimated to be from
contract labor.[47][48]
Unionization
See also: Unionization in the tech sector
Similar to other tech industries, video game developers are typically not
unionized. This is a result of the industry being driven more by creativity and
innovation rather than production, the lack of distinction between management and
employees in the white-collar area, and the pace at which the industry moves that
makes union actions difficult to plan out.[49] However, when situations related to
crunch time become prevalent in the news, there have typically been followup
discussions towards the potential to form a union.[49] A survey performed by the
International Game Developers Association in 2014 found that more than half of the
2,200 developers surveyed favored unionization.[50] A similar survey of over 4,000
game developers run by the Game Developers Conference in early 2019 found that 47%
of respondents felt the video game industry should unionize.[51]
A grassroots movement, Game Workers Unite, was established around 2017 to discuss
and debate issues related to unionization of game developers. The group came to the
forefront during the March 2018 Game Developers Conference by holding a roundtable
discussion with the International Game Developers Association (IGDA), the
professional association for developers. Statements made by the IGDA's current
executive director Jen MacLean relating to IGDA's activities had been seen by as
anti-union, and Game Workers Unite desired to start a conversation to lay out the
need for developers to unionize.[54] In the wake of the sudden near-closure of
Telltale Games in September 2018, the movement again called out for the industry to
unionize. The movement argued that Telltale had not given any warning to its 250
employees let go, having hired additional staff as recently as a week prior, and
left them without pensions or health-care options; it was further argued that the
studio considered this a closure rather than layoffs, as to get around failure to
notify required by the Worker Adjustment and Retraining Notification Act of 1988
preceding layoffs.[55] The situation was argued to be "exploitive", as Telltale had
been known to force its employees to frequently work under "crunch time" to deliver
its games.[56] By the end of 2018, a United Kingdom trade union, Game Workers Unite
UK, an affiliate of the Game Workers Unite movement, had been legally established.
[57]
In January 2020, Game Workers Unite and the Communications Workers of America
established a new campaign to push for unionization of video game developers, the
Campaign to Organize Digital Employees (CODE), in January 2020. Initial efforts for
CODE were aimed to determine what approach to unionization would be best suited for
the video game industry. Whereas some video game employees believe they should
follow the craft-based model used by SAG-AFTRA which would unionize based on job
function, others feel an industry-wide union, regardless of job position, would be
better.[59]
Starting in 2021, several smaller game studios in the United States began efforts
to unionize. These mostly involved teams doing quality assurance rather than
developers. These studios included three QA studios under Blizzard Entertainment:
Raven Software, Blizzard Albany, and Proletariat; and Zenimax Media's QA team.
Microsoft, which had previously acquired Zenimax and announced plans to acquire
Blizzard via the acquisition of Activision Blizzard, stated it supported these
unionization efforts.[60]
Sweden presents a unique case where nearly all parts of its labor force, including
white-collar jobs such as video game development, may engage with labor unions
under the Employment Protection Act often through collective bargaining agreements.
Developer DICE had reached its union agreements in 2004.[61] Paradox Interactive
became one of the first major publishers to support unionization efforts in June
2020 with its own agreements to cover its Swedish employees within two labor unions
Unionen and SACO.[62] In Australia, video game developers could join other unions,
but the first video game-specific union, Game Workers Unite Australia, was formed
in December 2021 under Professionals Australia to become active in 2022.[63] In
Canada, in a historic move, video game workers in Edmonton unanimously voted to
unionize for the first time in June 2022.[64]
In January 2023, after not being credited in The Last of Us HBO adaptation, Bruce
Straley called for unionization of the video game industry.[65] He told the Los
Angeles Times: "Someone who was part of the co-creation of that world and those
characters isn't getting a credit or a nickel for the work they put into it. Maybe
we need unions in the video game industry to be able to protect creators."[66]
See also
List of video game developers
List of independent game developers
Video game industry practices
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External links
"Quality of Life in the Videogame Industry"
Authority control databases: National Edit this at Wikidata
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Categories: Video game developmentVideo game developers
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