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Video game developer

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and the intangibles of artistic and aesthetic demands in video game creation create difficulty in predicting milestones. 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. 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.
573: 688: 1053:, can create a culture of "toxic geek masculinity" within the workplace. 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. 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. This can be coupled from similar harassment from external groups, such as during the 2014 1156:
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
1182:. 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. 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. A survey performed by the 816:. Successful developers may maintain several teams working on different games for different publishers. Generally, however, third-party developers tend to be small, close-knit teams. Third-party game development is a volatile sector, since small developers may depend on income from a single publisher; one canceled game may devastate a small developer. Because of this, many small development companies are short-lived. 1253:(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. 1147:
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.
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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. Minority developers have also been harassed from external groups due to the toxic nature of the video game culture.
1080:'s Game Developer Salary Survey 2014, women in the United States made 86 cents for every dollar men made. Game designing women had the closest equity, making 96 cents for every dollar men made in the same job, while audio professional women had the largest gap, making 68% of what men in the same position made. 1046:, women constituted only 3% of the gaming industry, while a 2017 IGDA survey found that the female demographic in game development had risen to about 20%. Taking into account that a 2017 ESA survey found 41% of video game players were female, this represented a significant gender gap in game development. 1164:", 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. 1146:
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
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estimate the U.S. population to be 13% of African descent and 18% Hispanic. 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. Further, because video
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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
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intended to be delivered over a period of time. By updating its milestones, the publisher verifies that work is progressing quickly enough to meet its deadline and can direct the developer if the game is not meeting expectations. When each milestone is completed (and accepted), the publisher pays the
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preceding layoffs. 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. By the end of 2018, a United Kingdom trade union, Game Workers Unite UK, an affiliate of the Game Workers Unite movement, had
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Some video game developers and publishers have been accused of the excessive invocation of "crunch time". "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,
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Other indie game developers create game software for a number of video-game publishers on several gaming platforms. 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
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and develop games exclusive to that platform, i.e. a non-owned developer making games for a first-party company. 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. These studios may
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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 in the LGBT community do not find workplace issues with their identity, though work to improve the representation of LGBT themes
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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. However, the industry also requires long working hours from its employees
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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
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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
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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. An experienced game-development employee, depending on their expertise and experience, averaged roughly $ 73,000 in 2007. Indie game
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and word of mouth for publicity. Without the large marketing budgets of mainstream publishers, their products may receive less recognition than those of larger publishers such as Sony, Microsoft or Nintendo. With the advent of digital distribution of inexpensive games on game consoles, it is now
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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
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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
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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
892:(2005). All these developers continue operating much as they did before acquisition, the primary differences being exclusivity and financial details. Publishers tend to be more forgiving of their own development teams going over budget (or missing deadlines) than third-party developers. 776:
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
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In recent years, larger publishers have acquired several third-party developers. While these development teams are now technically "in-house", they often continue to operate in an autonomous manner (with their own culture and work practices). For example, Activision acquired
1238:'s financial report for the previous quarter in February 2019, the company said that they would be laying off around 775 employees (about 8% of their workforce) despite having record profits for that quarter. Further calls for unionization came from this news, including the 750:
on the part of the console manufacturer, which is wasted if the developer fails to produce a hit game on time. However, using first-party developers saves the cost of having to make royalty payments on a game's profits. Current examples of first-party studios include
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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
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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
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lasted for over 300 days into 2017 before a new deal was made between SAG-AFTRA and the publishers. While this had some effects on a few games within the industry, it brought to the forefront the question of whether video game developers should unionize.
979:) require long working hours and dedication from their employees, such as willingness to relocate and/or required to develop games that do not appeal to their personal taste. The creative rewards of work in the entertainment business attracts 1134:
within video games in the same manner as with racial minorities. 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.
2421: 592:– the process and related disciplines of creating video games. A game developer can range from one person who undertakes all tasks to a large business with employee responsibilities split between individual disciplines, such as 1360:: "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." 1096:
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.
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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
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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. The licensing fee approach was further enforced by
3221: 3155: 3503: 3056: 2990: 784:, 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. 2517: 2721: 991:(IGDA), are conducting increasing discussions about the problem; they are concerned that working conditions in the industry cause a significant deterioration in employees' quality of life. 2484: 3470: 727:, a first-party developer is part of a company that manufactures a video game console and develops mainly for it. First-party developers may use the name of the company itself (such as 2192: 2586: 1057:. 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 3013: 824:
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.
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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
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in the late 2010s and early 2020s, alongside smaller studios and individual developers. However, while other entertainment industries have had similar exposure through the
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A third-party developer may also publish games, or work for a video game publisher to develop a title. Both publisher and developer have considerable input in the game's
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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
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Independents are software developers which are not owned by (or dependent on) a single publisher. Some of these developers self-publish their games, relying on the
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however, different regions and costs of living will add a wide range to the minimum and maximum pay scales. Most larger developers such as Ubisoft will include
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games from one system to another, or translating games from one language to another. Less commonly, some do software development work in addition to games.
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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.
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to become active in 2022. In Canada, in a historic move, video game workers in Edmonton unanimously voted to unionize for the first time in June 2022.
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Second-party developer is a colloquial term often used by gaming enthusiasts and media to describe game studios that take development contracts from
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and content. However, the publisher's wishes generally override those of the developer. Work for hire studios solely execute the publishers vision.
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in 2014 found that more than half of the 2,200 developers surveyed favored unionization. A similar survey of over 4,000 game developers run by the
1021:. 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. 2711: 2474: 1326: 314: 3462: 2225: 559: 17: 1017:, a situation known as the "EA Spouses" case. A similar "Rockstar Spouses" case gained further attention in 2010 over working conditions at 2182: 2576: 3023: 2924: 2947: 2648: 2546: 1924: 1218: 1202: 1183: 988: 746:). Whether by purchasing an independent studio or by founding a new team, the acquisition of a first-party developer involves a huge 2387: 3628: 2315: 2028: 1834: 1256:
Starting in 2021, several smaller game studios in the United States began efforts to unionize. These mostly involved teams doing
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and provisions related to the safety of their vocal performances, when their union's standard contract was up for renewal. The
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financial and usually marketing support. Self-funded developers are known as independent or indie developers and usually make
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Prescott, Julie; Bogg, Jan (2011). "Segregation in a Male-Dominated Industry: Women Working in the Computer Games Industry".
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argued that the studio considered this a closure rather than layoffs, as to get around failure to notify required by the
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possible for indie game developers to forge agreements with console manufacturers for broad distribution of their games.
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developers may only earn between $ 10,000 and $ 50,000 a year depending on how financially successful their titles are.
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The business arrangement between the developer and publisher is governed by a contract, which specifies a list of
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that demands a high level of commitment and performance from employees. Industry communities, such as the
732: 526: 378: 1597: 1576: 1338: 1280:, which had previously acquired Zenimax and announced plans to acquire Blizzard via the acquisition of 1214: 1187: 450: 274: 99: 2215: 435: 356: 319: 1451: 601: 597: 79: 74: 1835:"A year into the pandemic, game developers reflect on burnout, mental health and avoiding crunch" 1330: 344: 284: 738:) or have been an independent studio before being acquired by the console manufacturer (such as 34: 1293: 1261: 1197:(SAG-AFTRA) union doing work for video games struck several major publishers, demanding better 589: 200: 106: 56: 2059:"" EA Spouse" and the Crisis of Video Game Labour: Enjoyment, Exclusion, Exploitation, Exodus" 1076:
There also tends to be pay-related discrimination against women in the industry. According to
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The male-dominated industry, most who have grown up playing video games and are part of the
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in early 2019 found that 47% of respondents felt the video game industry should unionize.
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Game development had generally been a predominately male workforce. In 1989, according to
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In addition to being part of the software industry, game development is also within the
687: 3183: 2981:"GDC survey: Half of game developers support unionization, believe Steam is too greedy" 2577:"The $ 150 billion video game industry grapples with a murky track record on diversity" 2356: 2253: 1210: 1093: 1050: 1042: 1018: 585: 391: 227: 3583: 3564: 3498: 3368: 3150: 3084: 2952: 2881: 2782: 2288: 2187: 1514: 1485: 1430: 1405: 1356: 1298: 1257: 889: 756: 735: 667: 624: 411: 304: 222: 180: 94: 1965: 1009:
The use of crunch time as a workplace standard gained attention first in 2004, when
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or performance-related bonuses to reward their employees. from GameCareerGuide.com
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established a new campaign to push for unionization of video game developers, the
3051: 2919: 1902: 1269: 1198: 1070: 1014: 643: 324: 3212:"US labor organization AFL-CIO urges game developers to unionize in open letter" 2075: 2058: 2848: 2678: 1906: 1869: 1746: 1314: 1265: 1222: 857: 777: 739: 628: 361: 2216:"Why is the games industry so burdened with crunch? It starts with labor laws" 1242:
writing an open letter to video game developers encouraging them to unionize.
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when it decided to allow other third-party developers to make games for the
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online communities that perpetuate discrimination against gender and race.
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Similar to other tech industries, video game developers are typically not
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Creating Games in maps for happy wills Mechanics, Content, and Technology
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Screen Actors Guild‐American Federation of Television and Radio Artists
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rather than developers. These studios included three QA studios under
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in 1979 became the first third-party video game developer. When four
813: 647: 461: 3179:"Game Workers Unite UK Is That Country's First Games Industry Union" 1742:"Epic's Battle With Apple and Google Actually Dates Back to Pac-Man" 3146:"Telltale's treatment of staff "a problem endemic in the industry"" 2446: 939: 897: 877: 873: 844: 728: 423: 212: 195: 3113:"Telltale Employees Left Stunned By Company Closure, No Severance" 2844:"Blockbuster Video Games Mint Millions While Grunts Get Exploited" 2388:"Gaming culture is toxic. A major lawsuit might finally change it" 2284:"Game companies are failing on diversity, according to new report" 2174: 3401: 2352:"Dozens of Women in Gaming Speak Out About Sexism and Harassment" 2316:"2017 Essential Facts About the Computer and Video Game Industry" 1322: 1062: 848: 632: 3339:"Microsoft's 'World of Warcraft' Gaming Staff Votes to Unionize" 1774:"The End Game: How Top Developers Sold Their Studios - Part One" 780:
initially began developing games on personal computers like the
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Women and video games § Treatment of women in the industry
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industry; most sectors of the entertainment industry (such as
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Software developer specializing in the creation of video games
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A group of game developers accepts a game developers' award.
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Worker Adjustment and Retraining Notification Act of 1988
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International Journal of Gender, Science, and Technology
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STEM (science, technology, engineering, and mathematics)
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Mochizuki, Takahashi; Savov, Vlad (August 25, 2020).
1429:. Wellesley, Massachusetts: A K Peters. p. 25. 3014:"Union Reps Meet With Game Devs About Unionization" 2540:"Developer Satisfaction Survey 2019 Summary Report" 834:programmers left the company following its sale to 2350:Lorenz, Taylor; Browning, Kellen (June 23, 2020). 2338: 1425:McGuire, Morgan; Jenkins, Odest Chadwicke (2009). 1302:division also unionized with CWA that same month. 2052: 2050: 2048: 2046: 1686:. 1982-12-26. pp. Business 1. Archived from 1651:"HAL Laboratory's first mobile game is out today" 3610: 2532: 1572:"Is Your Favorite Game Company Ripping You Off?" 1024: 623:, or may develop for several systems (including 3563:. Hingham, Massachusetts: Charles River Media. 2057:Dyer-Witheford, Nick; de Peuter, Greig (2006). 3311:"Bethesda Game Studios workers have unionized" 2381: 2379: 2349: 2043: 1739: 1538:"Naughty Dog discusses being acquired by Sony" 1424: 1292:(CWA) in July 2024. Over 500 employees within 2908: 2906: 2904: 1498: 1336:In January 2023, after not being credited in 553: 2418: 1865:"Top Gaming Studios, Schools & Salaries" 1245:In January 2020, Game Workers Unite and the 1217:by holding a roundtable discussion with the 604:, etc. Most game development companies have 162:Specialized / alternative-paradigmatic types 3604:"Quality of Life in the Videogame Industry" 2948:"56% of devs in favor of unionizing - IGDA" 2376: 2277: 2275: 2246: 2240: 1956:"Why Crunch Mode Doesn't Work: Six Lessons" 1142:The industry also is recognized to have an 3578:Moore, Michael E.; Novak, Jeannie (2010). 3577: 2901: 2150:""Rockstar Spouse" attacks dev conditions" 2016: 1922: 1672: 1317:had reached its union agreements in 2004. 766: 731:), have a specific division name (such as 560: 546: 3558: 3524: 3275: 3144:Handradan, Matthew (September 24, 2018). 3143: 2978: 2649:International Game Developers Association 2547:International Game Developers Association 2074: 1219:International Game Developers Association 1184:International Game Developers Association 989:International Game Developers Association 787: 718: 3460: 3427: 3336: 3044: 3011: 2945: 2877:"The game industry's disposable workers" 2874: 2841: 2775: 2610:"Confronting racial bias in video games" 2281: 2272: 2147: 2089: 1953: 1566: 1564: 1562: 983:to the industry, creating a competitive 923: 571: 3491: 3209: 3125:from the original on September 24, 2018 2912: 2742: 2709: 2607: 2442:"Emerging from the shadow of GamerGate" 2439: 2213: 2114: 1985: 947:acquired for their development needs). 712:(right) are well-known game developers. 615:A developer may specialize in specific 14: 3611: 3361: 3308: 3224:from the original on February 15, 2019 3177:Fogel, Stephanie (December 14, 2018). 2927:from the original on February 22, 2017 2913:Maiberg, Emanuel (February 22, 2017). 2808: 2676: 2574: 2520:from the original on February 26, 2021 2385: 1784:from the original on 23 September 2017 1721:from the original on December 20, 2016 1648: 1399: 1251:Campaign to Organize Digital Employees 642:maintain development studios (such as 3537:from the original on January 20, 2023 3506:from the original on January 15, 2023 3442:from the original on December 7, 2021 3394: 3276:Carpenter, Nicole (January 8, 2023). 3257:from the original on January 13, 2020 3210:McAloon, Alissa (February 15, 2019). 3191:from the original on January 29, 2019 3176: 3077: 2993:from the original on January 25, 2019 2875:Campbell, Colin (December 19, 2016). 2505: 2487:from the original on January 27, 2016 2472: 2228:from the original on October 15, 2021 2195:from the original on November 7, 2017 2180: 2162:from the original on October 30, 2017 1754:from the original on November 6, 2021 1630:from the original on November 6, 2021 1615: 1559: 1504: 1479: 1404:. Texas: Wordware 2, Inc. p. 4. 3525:Broadwell, Josh (January 19, 2023). 3290:from the original on January 8, 2023 3242: 3110: 2979:Takahashi, Dean (January 24, 2019). 2889:from the original on August 24, 2020 2856:from the original on August 27, 2020 2823:from the original on August 17, 2021 2811:"No industry for old men (or women)" 2790:from the original on August 17, 2021 2757:from the original on August 17, 2021 2691:from the original on August 17, 2021 2622:from the original on August 17, 2021 2589:from the original on August 17, 2021 2440:Conditt, Jessica (August 30, 2019). 2400:from the original on August 11, 2021 2129:from the original on August 25, 2021 2090:Paprocki, Matt (February 27, 2018). 1986:Harkins, Peter Bhat (5 April 2009). 1935:from the original on August 25, 2021 1896:The Game Industry Salary Survey 2007 1832: 1814:from the original on 6 November 2018 1708: 3461:Weststar, Johanna (June 21, 2022). 3428:Plunkett, Luke (December 6, 2021). 3376:from the original on April 25, 2020 3059:from the original on March 23, 2018 2960:from the original on March 23, 2018 2946:Sinclair, Brendan (June 24, 2014). 2842:Schreier, Jason (August 27, 2020). 2677:Sheikh, Rahil (December 20, 2017). 2556:from the original on March 15, 2020 2454:from the original on August 3, 2021 2326:from the original on August 3, 2021 2296:from the original on August 3, 2021 2282:Campbell, Colin (January 8, 2018). 2214:Thomsen, Michael (March 24, 2021). 2115:McCarty, Jared (October 15, 2019). 2017:Frauenheim, Ed (11 November 2004). 1375:List of independent game developers 1150: 24: 3492:Martens, Todd (January 15, 2023). 3473:from the original on July 22, 2022 3158:from the original on March 8, 2021 3111:Gach, Ethan (September 24, 2018). 3092:from the original on July 19, 2021 3012:Crecente, Brian (March 21, 2018). 2778:"Ageism: The issue never gets old" 2724:from the original on June 28, 2019 2710:Ramanan, Chella (March 15, 2017). 2506:Caddy, Becca (February 17, 2020). 2364:from the original on June 23, 2020 2320:Entertainment Software Association 2148:Bramwell, Tom (January 11, 2010). 1680:"Stream of video games is endless" 1013:exposed the use of crunch time at 950: 934:Independent video game development 522:List of video game industry people 25: 3640: 3597: 3362:Fridén, Eric (October 23, 2013). 3078:Frank, Allegra (March 21, 2018). 2776:Peterson, Steve (April 4, 2018). 2743:Ochalla, Bryan (March 30, 2007). 2063:Canadian Journal of Communication 2031:from the original on 3 April 2019 1998:from the original on 15 July 2012 1616:Fahey, Mike (February 21, 2015). 1535: 1290:Communications Workers of America 1247:Communications Workers of America 1092:level, but there are issues with 3045:Williams, Ian (March 23, 2018). 2575:Browne, Ryan (August 14, 2020). 2181:Brice, Kath (January 11, 2010). 1845:from the original on 28 May 2022 1507:"What Exactly is an Indie Game?" 908:software; this is also known as 695: 686: 315:Intellectual property protection 33: 3629:Video game industry occupations 3552: 3518: 3485: 3454: 3421: 3388: 3355: 3330: 3302: 3269: 3236: 3203: 3170: 3137: 3104: 3071: 3038: 3005: 2972: 2939: 2868: 2835: 2802: 2769: 2736: 2703: 2670: 2658:from the original on 2020-06-04 2634: 2608:Peckham, Eric (June 21, 2020). 2601: 2568: 2499: 2466: 2433: 2412: 2386:Romano, Aja (August 10, 2021). 2308: 2261:from the original on 2016-05-04 2247:Marc Graser (October 1, 2013). 2207: 2108: 2083: 2010: 1979: 1947: 1916: 1889: 1857: 1833:Liao, Shannon (15 April 2021). 1826: 1796: 1766: 1733: 1702: 1661:from the original on 2022-08-19 1642: 1548:from the original on 2018-06-29 1449: 1402:Game development and production 1174:Unionization in the tech sector 1167: 3395:Olsen, Mathew (June 3, 2020). 2809:Parkin, Simon (May 30, 2017). 1609: 1588: 1529: 1473: 1443: 1418: 1393: 796:Third-party software component 13: 1: 3337:Eidelson, Josh (2024-07-24). 3309:Peters, Jay (July 19, 2024). 3243:Dean, Sam (January 7, 2020). 2473:Graft, Kris (July 22, 2014). 2117:"Crunch Culture Consequences" 2019:"No fun for game developers?" 1649:Devore, Jordan (2018-02-26). 1505:Gnade, Mike (July 15, 2010). 1387: 1382:Video game industry practices 1370:List of video game developers 1193:In 2016, voice actors in the 1025:Discrimination and harassment 517:List of video game publishers 505:List of video game developers 18:Video game development studio 3582:. Delmar: Cengage Learning. 1923:Kris Graft (July 22, 2014). 1584:. June 1997. pp. 39–40. 1088:background for women at the 532:List of video game magazines 7: 2076:10.22230/cjc.2006v31n3a1771 1711:"The History Of Activision" 1363: 912:. Examples of this include 527:List of video game websites 10: 3645: 3580:Game Industry Career Guide 1231:been legally established. 1215:Game Developers Conference 1188:Game Developers Conference 1171: 1104: 1033: 998: 927: 864:(1999), which merged with 793: 451:Advertising in video games 1605:. March 1996. p. 40. 1307:Employment Protection Act 1100: 1029: 994: 320:Digital rights management 3559:McShaffry, Mike (2009). 1452:"Electronic Game School" 812:developer an advance on 677: 2745:"'Out' in the Industry" 1954:Robinson, Evan (2005). 1511:The Indie Game Magazine 1400:Bethke, Erik K (2003). 1331:Professionals Australia 1272:, and Proletariat; and 1209:A grassroots movement, 1124: 767:Second-party developers 42:Part of a series on the 3619:Video game development 1313:agreements. Developer 1294:Blizzard Entertainment 1262:Blizzard Entertainment 1137: 788:Third-party developers 719:First-party developers 590:video game development 577: 3624:Video game developers 3250:The Los Angeles Times 2549:. November 20, 2019. 2104:on February 27, 2018. 1804:"EA: The Human Story" 1517:on September 27, 2013 1311:collective bargaining 1286:Bethesda Game Studios 1055:Gamergate controversy 924:Indie game developers 836:Warner Communications 660:Radical Entertainment 640:video game publishers 575: 3561:Game Coding Complete 1810:. 10 November 2004. 1114:United States Census 1107:Race and video games 1001:Crunch (video games) 748:financial investment 606:video game publisher 582:video game developer 384:Downloadable content 2221:The Washington Post 1988:"The Game Industry" 1839:The Washington Post 1709:Flemming, Jeffrey. 1480:Bates, Bob (2004). 1352:video game industry 1319:Paradox Interactive 1282:Activision Blizzard 1236:Activision Blizzard 1090:secondary education 1067:Activision Blizzard 753:PlayStation Studios 725:video game industry 621:video game consoles 367:Episodic video game 48:Video game industry 2357:The New York Times 1901:2021-10-06 at the 1211:Game Workers Unite 1203:voice actor strike 1094:tertiary education 1051:video game culture 1019:Rockstar San Diego 625:personal computers 586:software developer 578: 392:Games as a service 3589:978-1-4283-7647-2 3570:978-1-58450-680-5 3499:Los Angeles Times 3151:GamesIndustry.biz 3026:on March 30, 2018 2953:GamesIndustry.biz 2783:GamesIndustry.biz 2188:GamesIndustry.biz 1778:www.gamasutra.com 1684:Milwaukee Journal 1436:978-1-56881-305-9 1357:Los Angeles Times 1299:World of Warcraft 1258:quality assurance 960:is not uncommon. 890:Vicarious Visions 757:Xbox Game Studios 736:Polyphony Digital 668:Polyphony Digital 631:). Some focus on 570: 569: 412:Microtransactions 181:Interactive movie 16:(Redirected from 3636: 3593: 3574: 3547: 3546: 3544: 3542: 3522: 3516: 3515: 3513: 3511: 3489: 3483: 3482: 3480: 3478: 3467:The Conversation 3458: 3452: 3451: 3449: 3447: 3425: 3419: 3418: 3416: 3414: 3405:. Archived from 3392: 3386: 3385: 3383: 3381: 3359: 3353: 3352: 3350: 3349: 3334: 3328: 3327: 3325: 3323: 3306: 3300: 3299: 3297: 3295: 3273: 3267: 3266: 3264: 3262: 3240: 3234: 3233: 3231: 3229: 3207: 3201: 3200: 3198: 3196: 3174: 3168: 3167: 3165: 3163: 3141: 3135: 3134: 3132: 3130: 3108: 3102: 3101: 3099: 3097: 3075: 3069: 3068: 3066: 3064: 3042: 3036: 3035: 3033: 3031: 3022:. 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Archived from 1951: 1945: 1944: 1942: 1940: 1920: 1914: 1911:royalty payments 1893: 1887: 1886: 1884: 1882: 1873:. Archived from 1861: 1855: 1854: 1852: 1850: 1830: 1824: 1823: 1821: 1819: 1800: 1794: 1793: 1791: 1789: 1780:. 3 March 2004. 1770: 1764: 1763: 1761: 1759: 1737: 1731: 1730: 1728: 1726: 1706: 1700: 1699: 1697: 1695: 1676: 1670: 1669: 1667: 1666: 1646: 1640: 1639: 1637: 1635: 1613: 1607: 1606: 1592: 1586: 1585: 1568: 1557: 1556: 1554: 1553: 1533: 1527: 1526: 1524: 1522: 1513:. Archived from 1502: 1496: 1495: 1477: 1471: 1470: 1468: 1467: 1458:. Archived from 1447: 1441: 1440: 1422: 1416: 1415: 1397: 1342:HBO adaptation, 1199:royalty payments 1160:'s past use of " 1151:Contract workers 773:platform holders 761:Microsoft Gaming 706:Shigeru Miyamoto 699: 690: 588:specializing in 562: 555: 548: 417:In-game currency 37: 30: 29: 21: 3644: 3643: 3639: 3638: 3637: 3635: 3634: 3633: 3609: 3608: 3600: 3590: 3571: 3555: 3550: 3540: 3538: 3523: 3519: 3509: 3507: 3490: 3486: 3476: 3474: 3459: 3455: 3445: 3443: 3426: 3422: 3412: 3410: 3409:on June 3, 2020 3393: 3389: 3379: 3377: 3360: 3356: 3347: 3345: 3335: 3331: 3321: 3319: 3307: 3303: 3293: 3291: 3274: 3270: 3260: 3258: 3241: 3237: 3227: 3225: 3208: 3204: 3194: 3192: 3175: 3171: 3161: 3159: 3142: 3138: 3128: 3126: 3109: 3105: 3095: 3093: 3076: 3072: 3062: 3060: 3043: 3039: 3029: 3027: 3010: 3006: 2996: 2994: 2977: 2973: 2963: 2961: 2944: 2940: 2930: 2928: 2915:"Walk the Line" 2911: 2902: 2892: 2890: 2873: 2869: 2859: 2857: 2840: 2836: 2826: 2824: 2807: 2803: 2793: 2791: 2774: 2770: 2760: 2758: 2741: 2737: 2727: 2725: 2708: 2704: 2694: 2692: 2675: 2671: 2661: 2659: 2655: 2644: 2640: 2639: 2635: 2625: 2623: 2606: 2602: 2592: 2590: 2573: 2569: 2559: 2557: 2553: 2542: 2538: 2537: 2533: 2523: 2521: 2504: 2500: 2490: 2488: 2471: 2467: 2457: 2455: 2438: 2434: 2417: 2413: 2403: 2401: 2384: 2377: 2367: 2365: 2348: 2339: 2329: 2327: 2314: 2313: 2309: 2299: 2297: 2280: 2273: 2264: 2262: 2245: 2241: 2231: 2229: 2212: 2208: 2198: 2196: 2179: 2175: 2165: 2163: 2146: 2142: 2132: 2130: 2113: 2109: 2088: 2084: 2055: 2044: 2034: 2032: 2015: 2011: 2001: 1999: 1984: 1980: 1971: 1969: 1952: 1948: 1938: 1936: 1921: 1917: 1903:Wayback Machine 1894: 1890: 1880: 1878: 1877:on 19 July 2013 1863: 1862: 1858: 1848: 1846: 1831: 1827: 1817: 1815: 1808:livejournal.com 1802: 1801: 1797: 1787: 1785: 1772: 1771: 1767: 1757: 1755: 1738: 1734: 1724: 1722: 1707: 1703: 1693: 1691: 1678: 1677: 1673: 1664: 1662: 1647: 1643: 1633: 1631: 1614: 1610: 1601:. No. 15. 1598:Next Generation 1594: 1593: 1589: 1580:. No. 30. 1577:Next Generation 1570: 1569: 1560: 1551: 1549: 1536:Ahmed, Shahed. 1534: 1530: 1520: 1518: 1503: 1499: 1492: 1478: 1474: 1465: 1463: 1448: 1444: 1437: 1423: 1419: 1412: 1398: 1394: 1390: 1366: 1270:Blizzard Albany 1176: 1170: 1153: 1140: 1127: 1109: 1103: 1071:Me Too movement 1038: 1032: 1027: 1015:Electronic Arts 1003: 997: 953: 951:Quality of life 936: 926: 798: 790: 769: 721: 716: 715: 714: 713: 702: 701: 700: 692: 691: 680: 644:Electronic Arts 566: 537: 536: 500: 492: 491: 487:Game journalism 477: 469: 468: 453: 347: 333: 332: 325:Copy protection 250: 240: 239: 152: 144: 143: 122:Creation system 71: 59: 28: 23: 22: 15: 12: 11: 5: 3642: 3632: 3631: 3626: 3621: 3607: 3606: 3599: 3598:External links 3596: 3595: 3594: 3588: 3575: 3569: 3554: 3551: 3549: 3548: 3517: 3484: 3453: 3420: 3387: 3354: 3329: 3301: 3268: 3235: 3202: 3169: 3136: 3103: 3070: 3037: 3004: 2971: 2938: 2900: 2867: 2849:Bloomberg News 2834: 2801: 2768: 2735: 2702: 2669: 2651:. 2016-09-12. 2633: 2600: 2567: 2531: 2498: 2465: 2432: 2411: 2375: 2337: 2307: 2271: 2239: 2206: 2173: 2140: 2107: 2082: 2069:(3): 599–617. 2042: 2009: 1978: 1946: 1915: 1907:profit-sharing 1888: 1870:Big Fish Games 1856: 1825: 1795: 1765: 1747:Bloomberg News 1732: 1701: 1671: 1641: 1608: 1587: 1558: 1528: 1497: 1490: 1472: 1442: 1435: 1417: 1410: 1391: 1389: 1386: 1385: 1384: 1379: 1378: 1377: 1365: 1362: 1354:. He told the 1339:The Last of Us 1309:often through 1266:Raven Software 1223:Telltale Games 1169: 1166: 1152: 1149: 1139: 1136: 1129:In regards to 1126: 1123: 1102: 1099: 1034:Main article: 1031: 1028: 1026: 1023: 999:Main article: 996: 993: 952: 949: 925: 922: 789: 786: 778:HAL Laboratory 768: 765: 755:for Sony, and 720: 717: 704: 703: 694: 693: 685: 684: 683: 682: 681: 679: 676: 629:mobile devices 568: 567: 565: 564: 557: 550: 542: 539: 538: 535: 534: 529: 524: 519: 514: 513: 512: 501: 498: 497: 494: 493: 490: 489: 484: 478: 475: 474: 471: 470: 467: 466: 465: 464: 459: 447: 446: 445: 444: 443: 433: 432: 431: 421: 420: 419: 409: 403: 402: 401: 400: 399: 388: 387: 386: 381: 376: 371: 370: 369: 364: 362:Expansion pack 359: 348: 339: 338: 335: 334: 331: 330: 329: 328: 327: 322: 312: 307: 301: 300: 299: 298: 297: 295:Content rating 287: 281: 280: 279: 278: 277: 272: 267: 262: 251: 246: 245: 242: 241: 238: 237: 236: 235: 225: 223:Arcade cabinet 219: 218: 217: 216: 215: 210: 209: 208: 203: 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Index

Video game development studio

Video game industry
Development
Producer
Developer
Designer
Artist
Programmer
Design
Level design
Programming
Engine
AI
Creation system
Graphics
Music
Testing
Video game
Casual
Erotic
Indie
Interactive movie
Nonviolent
Serious
Art game
Edugame
Exergame
Non-game
Arcade cabinet

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