• Video Games Are Destroying the People Who Make Them - The New York Times
    https://www.nytimes.com/2017/10/25/opinion/work-culture-video-games-crunch.html

    Among video game developers, it’s called “crunch”: a sudden spike in work hours, as many as 20 a day, that can last for days or weeks on end. During this time, they sleep at work, limit bathroom breaks and cut out anything that pulls their attention away from their screens, including family and even food. Crunch makes the industry roll — but it’s taking a serious toll on its workers.

    Modern video games like Mass Effect and Uncharted cost tens of millions of dollars and require the labor of hundreds of people, who can each work 80- or even 100-hour weeks. In game development, crunch is not constrained to the final two or three weeks of a project. A team might crunch at any time, and a crunch might endure for several months. Programmers will stay late on weeknights to squash bugs, artists will use weekends to put the final polish on their characters, and everyone on the team will feel pressured to work extra hours in solidarity with overworked colleagues.

    Importance des syndicats... qui sont absents du monde du jeu vidéo

    While many jobs are demanding, the conditions in this industry are uniquely unforgiving. Most game developers in the United States do not receive extra compensation for extra hours. They may gaze with envy at their colleagues in the film industry, where unions help regulate hours and ensure overtime pay. Their income pales in comparison to what’s offered in other fields with reputations for brutal hours, like banking and law. The average American game developer earned $83,060 in 2013, according to a Gamasutra survey, or less than half the pay of a first-year associate at a New York law firm.

    While I was reporting for a book on how video games are made, veteran game makers told me stories of lost family time, relationship strains and such severe burnout that they considered leaving for other industries.

    Une question de culture professionnelle qui rend la souffrance nécessaire.

    To avoid long-term deleterious effects, game developers must commit to stop facilitating a culture in which crunch is the norm. The occasional long night or weekend at the office can be useful and even exhilarating, but as a constant, it is damaging. No video game is worth burnout, brain damage or overnight stays at the hospital.

    #Jeu_vidéo #Souffrance_travail #digital_labour #syndicalisme