The videogame industry is a work environment that is emblematic of O’Carroll’s (2015) encompassing model of a 24/7/365 working time model of flexibility. We use O’Carroll’s model to challenge two myths about videogame developers (VGDs): the long hours of work are in fact unpredictable hours, and flextime HR programs do not allow for real control over working hours. We use a mixed methods approach (international online survey and 100 Canadian interviews) to analyse the case of VGDs - a different, but similar type of worker to the IT workers analysed by O’Carroll. We can generalize O’Carroll’s model based on the IT case to the VGD case. Based on these two cases, we propose that the rise of project-based work environments is a major explanato...
In this paper we report on the working hours in the Quebec industry as reflected in the comments of ...
Treball Final de Grau en Administració d'Empreses. Codi: AE1049. Curs 2021/2022Despite the fact that...
This article aims to contrast benign notions of ‘free’ and ‘creative’ work in the context of labour ...
Purpose: The videogame industry is a work environment that is emblematic of O’Carroll’s (2015) encom...
This article examines two blogs written by the spouses of game developers about extreme and exploita...
The video game industry is an object of unrelenting criticism about its working conditions and is of...
Several industries rely on high volumes of creative input from their labor forces; the legal, accoun...
In this article, based on 140 interviews in two case studies led in Montreal in the previous decade,...
This report is a detailed presentation of a sub-set of the 2014 Developers Satisfaction Survey (DSS)...
The video games industry relies on crunch - overworking the developers, usually towards the end of t...
The following paper explores the issue of unlimited, unpaid overtime (UUO) in the video game industr...
Though dissatisfied with some management practices and working conditions, like most high-tech knowl...
Computing history is full of near-mythical tales of superhuman efforts to overcome seemingly insurmo...
The industry is an object of unrelenting critics about its working conditions and is often accused i...
Looking at the professional identity of game-workers, Deuze, Martin and Allen (2007) found that game...
In this paper we report on the working hours in the Quebec industry as reflected in the comments of ...
Treball Final de Grau en Administració d'Empreses. Codi: AE1049. Curs 2021/2022Despite the fact that...
This article aims to contrast benign notions of ‘free’ and ‘creative’ work in the context of labour ...
Purpose: The videogame industry is a work environment that is emblematic of O’Carroll’s (2015) encom...
This article examines two blogs written by the spouses of game developers about extreme and exploita...
The video game industry is an object of unrelenting criticism about its working conditions and is of...
Several industries rely on high volumes of creative input from their labor forces; the legal, accoun...
In this article, based on 140 interviews in two case studies led in Montreal in the previous decade,...
This report is a detailed presentation of a sub-set of the 2014 Developers Satisfaction Survey (DSS)...
The video games industry relies on crunch - overworking the developers, usually towards the end of t...
The following paper explores the issue of unlimited, unpaid overtime (UUO) in the video game industr...
Though dissatisfied with some management practices and working conditions, like most high-tech knowl...
Computing history is full of near-mythical tales of superhuman efforts to overcome seemingly insurmo...
The industry is an object of unrelenting critics about its working conditions and is often accused i...
Looking at the professional identity of game-workers, Deuze, Martin and Allen (2007) found that game...
In this paper we report on the working hours in the Quebec industry as reflected in the comments of ...
Treball Final de Grau en Administració d'Empreses. Codi: AE1049. Curs 2021/2022Despite the fact that...
This article aims to contrast benign notions of ‘free’ and ‘creative’ work in the context of labour ...