Managing the Multinational Enterprise
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The perils of project-based work:
Attempting resistance to extreme work practices in video game development
Amanda Peticca-Harris, York University
Johanna Weststar, Western University
Steve McKenna, York University
A fully edited, peer-reviewed version of this article is available from Organization. Please cite
as follows:
Peticca-Harris, A, Weststar, J. and McKenna, S. (2015). The perils of project-based work:
Attempting resistance to extreme work practices in video game development.
Organization, 22(4): 570-587. DOI 10.1177/1350508415572509.
Abstract
This article examines two blogs written by the spouses of game developers about extreme
and exploitative working conditions in the video game industry and the associated reader
comments. The wives of these video game developers and members of the game community
decry these working conditions and challenge dominant ideologies about making games. This
article contributes to the work intensification literature by challenging the belief that long hours
are necessary and inevitable to make successful games, discussing the negative toll of extreme
work on workers and their families, and by highlighting that the project-based structure of game
development both creates extreme work conditions and inhibits resistance. It considers how
extreme work practices are legitimized through neo-normative control mechanisms made
possible through project-based work structures and the perceived imperative of a race or 'crunch'
to meet project deadlines. The findings show that neo-normative control mechanisms create an
insularity within project teams and can make it difficult for workers to resist their own extreme
working conditions, and at times to even understand them as extreme.
Keywords: extreme work, project-based work, viedo game development, work-life
balance, normative control
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Introduction
The global video game industry is booming. Successful games are highly lucrative, with
examples such as Call of Duty: Modern Warfare 3, grossing more than US$775 million in its
first week on the market (Rose, 2011). High-profile successes along with a culture of fun,
innovation and creativity generate an industry stereotype that suggests that video game
developers get paid to play (de Peuter and Dyer-Witheford, 2005; Deuze, Martin and Allen,
2007). This stereotype overshadows a different reality; the game industry is faced with intense
and extreme working conditions.
This paper highlights the 'dark side' of the game industry by examining two online
whistleblowing web logs (blogs) written by the spouses of video game developers, as well as
their accompanying reader comments. In particular, we bring attention to the extreme work
conditions that prevail in the industry, but also examine how people other than the workers are
challenging them. The first blog, ‘The Human Story’ (posted under the tagline ‘ea_spouse’),
discusses the working environment at the Electronic Arts Los Angeles studio during the making
of the Lord of the Rings video games in 2004. The second blog, ‘Wives of Rockstar San Diego
employees have collected themselves’ (posted under the tagline ‘Rockstar Spouse’), discusses
the working environment at Rockstar San Diego during the making of Red Dead Redemption in
2010.1
Extant studies on work intensification have attempted to quantify the nature of work
intensification by measuring the increase or decrease of work hours and have also sought to
identify the associated consequences of intense work conditions (see Brett and Stroh, 2003;
1 In the case of both data sources, the full, original blogs and comments can be accessed online as follows: EA Spouse: http://ea- spouse.livejournal.com/274.html; Rockstar Spouse
http://www.gamasutra.com/blogs/RockstarSpouse/20100107/4032/Wives_of_Rockstar_San_Diego_employees_have_collected_themselves.p hp A summary of the episodes and surrounding media coverage can be found at the Game Quality of Life website created by one of the authors: http://gameqol.org/category/archives/
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Burchull and Fagan, 2004; Green, 2001; Hewitt and Luce, 2006). This paper extends the
discussion of work intensification by examining some of the mechanisms that perpetuate and
normalize work intensification. We also consider how worker's families resist these working
conditions, and explore the impact of this resistance at an industry level. We specifically
contribute to the work intensification literature in three ways. First, we add to the literature
concerning the negative toll of extreme work on workers and, more importantly, on the families
of workers (Dembe et al., 2005). Second, we consider an alternative view of the game industry
that challenges two myths: the façade that ‘work is play’ and that long hours are necessary and
inevitable to make successful games. Third, we argue that the project-based nature of video game
development acts as a mechanism of control that both creates extreme working conditions and
also inhibits sustained resistance to those conditions among those experiencing them. As such,
we illustrate how peripheral voices (Westecott, 2013) might be necessary to challenge the
dominant norms of working conditions in game development.
The paper begins with an overview of the work intensification literature. We introduce
here the context within which work intensification is taking place, where the ‘intelligent’ North
American middle class is under increasing pressure to perform against a backdrop of precarious
employment (see Beck, 2000; Kalleberg, 2009; Vosko, 2000). We expand on the notion that the
project-based management system that dictates the daily experiences of game workers, acts as a
neo-normative control mechanism that harnesses passion and positions work as play, in order to
leverage worker energy for the good of the project and the team (and organization) (Sturdy et al.,
2010). This is followed by an overview of the data and methodology and a discussion of key
findings in the form of blog and comment excerpts.
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Work intensification and Video Games
Issues related to extreme work, including long hours and work intensity, have attracted
considerable attention from researchers with respect to the origins, prevalence, causes and
consequences (both positive and negative) of such work practices (Burchell and Fagan, 2004;
Burke, 2007; Burke and Cooper, 2008; Burke et al., 2010; Eastman, 1998; Green, 2001, 2004,
2008; Feldman, 2002; Felstead et al., 2013; Fiksenbaum et al., 2001). “Working hard” is
conceptualized as having both a time component (e.g. the number of hours required to do a job)
and an intensity component (e.g. the level of intensity or effort required to do a job) (Green,
2001). Work intensity, therefore, encompasses both the extensive component of hours worked as
well as the intensive component of pace and/or effort required to do the work. While these
studies provide a foundation to understand work intensification, they refer to working conditions
and work context of 10-15 years ago. Our paper further explores how long hours have come to
be normalized and legitimized, but also examines how they are simultaneously challenged and
resisted in the current working context, specifically in the game industry.
A central question in the work intensification literature seems to be whether individuals
are working long hours, or being tolerant of intense work environments due to personal choice
and love of their work (Campbell and van Wanrooy 2013; Sturges, 2013) or if they are
"conscripts" (Drago et al., 2009), working long hours due to external forces. In their mixed
method study about long work hours and preferences among professionals and managers,
Campbell and van Wanrooy (2013: 1149) found significant ambivalence and uncertainty in
workers’ attitudes toward their long hours. The authors conclude that workers hold multiple
conflicting views that are often connected to workers’ sense of the feasibility of another option
(fewer hours) and workers’ difficulty in “identifying indirect pressures” that keep them at work.
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When direct command or control was absent, workers attributed their long hours to personal
choice.
Similarly, Sturges (2013: 349-352) explores the indirect pressures that compel workers to
work long hours. Drawing from interviews with a sample of young architects and construction
engineers, Sturges suggests that workers may be ambivalent and/or tolerant of working long
hours because of the meaning and intrinsic value that they have ascribed to their work. Some
workers suggested that the extra effort and long hours were necessary to become part of the
“work family,” be able to work on interesting projects, or to learn and advance in a field that
goes “hard and fast”.
In the context of this study, video game developers almost universally love their work
(Legault and Weststar, 2012), yet there are a growing number of reports about long,
uncompensated working hours under ‘make it or break it’ conditions. According to recent
survey data from the International Game Developers Association (Legault and Weststar, 2012;
Weststar and Legault, 2012), the average game developer works between 35-50 hours in a
regular week and 45-70 hours when in a period of crunch or race to project completion.
However, many game developers seem to accept these conditions and are often very positive
about the work that they do. A majority surveyed felt that their career in game development was
‘their life’ or a large part of it. A quarter of the sample reported that any sacrifices that they
make for their job are worth it; 35% felt that crunch is a necessary part of game development and
see it as a normal part of scheduling.
Moreover, the product ‘cool-factor’ of big budget video games conceals a highly
secretive, competitive, and largely risk-averse industry (O’Donnell, 2009). Top tier console
games can cost over US$30 million to produce, yet less than 10% of video games shipped break
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even (IGDA, 2004: 42). While some survey evidence shows a high degree of satisfaction among
game developers, research into the relationship between intense work and satisfaction has
produced conflicting results. For instance, work intensity has been associated with negative
consequences such as physical exhaustion and mental stress (Green and McIntosh, 2001). Video
game workers in particular face issues of unlimited and unpaid overtime, poor work-life balance,
musculoskeletal disorders, burnout, non-compete and non-disclosure agreements, and limited or
unsupported training opportunities (Deuze, Martin and Allen, 2007; Dyer-Witheford and de
Peuter, 2006; Legault and Weststar, 2014)
'Crunch' as a neo-normative control mechanism
The indirect pressures that elicit and sustain long work hours among technical,
professional and managerial employees, ostensibly through personal choice, can also be
understood as a neo-normative control mechanism (Fleming and Sturdy, 2009). As an extension
of normative control, where workers are encouraged to conform to a rigid organizational culture
and structure, through neo-normative control, workers are also now extolled to “be themselves”
and bring more of their “authentic selves” to the workplace (Fleming and Sturdy, 2009: 570).
The exhortation for workers to be individuals and authentic selves at work goes hand in hand
with the expectations for workers to be individuals in the market, to be self-reliant and shoulder
the risk of maintaining their own employability (Webb, 2004). Within this context, having ‘real’
fun at work so as to build authentic positive social networks while individually interpreting and
enacting the professional norms of one’s occupation are key signals of careerism and drivers of
career progression (Neff, 2012).
At one level, the success of neo-normative control mechanisms can be explained through
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Schor’s (1991) theory of positional competition. This theory suggested that employees might be
caught in a competitive ‘rat race’, striving for organizational advancement and material success
by working long hours. In striving for advancement and material gain they are often frustrated
and unhappy because of a lack of balance in their lives, while being committed to their career
and satisfaction at work (Peticca-Harris and McKenna, 2013; Schor, 1991). However, while
helpful, the idea of the ‘rat race’ is not in itself enough to understand the power of neo-normative
control mechanisms. Competition among the aspirational middle class is a requirement for
“capital’s circuit of control” (Willmott, 1997: 1354) and an organizing principle in the cultural
market of immaterial labour (Lazzarato, 2006). Here, the precarious nature of project-based work
masks the neoliberal discourse and shifts expectations of loyalty and responsibility from the
organization towards personal responsibility for one's own job stability and career (Dardot and
Laval, 2013; Sennet, 2011).
Unlike typical operations-based management carried out by a consistent and stable set of
employees, project-based organizations (or project management departments within
organizations) engage in cycles of hiring, firing and reallocation that correspond to stages of
finite projects. In this environment firms bring on workers in a variety of employment
relationships for various purposes at various times that are all dictated by the specifications of
the project (Cicmil and Hodgson, 2006; Hodgson, 2004). Within this environment, the iron-
triangle of resource constraints (budget, schedule, scope) are paramount drivers in the lives of
project team members (Chasserio and Legault, 2009; Legault and Bellemare, 2008; Zackariasson
et al., 2006). These constraints lift the project, and the client, to a position of an all-powerful
entity (Cicmil et al., 2006; Hodgson, 2002; Hodgson and Cicmil, 2007). The workers’ task is to
complete the project to the client’s satisfaction by any means necessary (whether that is a game
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publisher, a movie producer, an external organization, etc.). As a consequence of such features,
project-based work is inherently precarious (Hodgson, 2004). So-called ‘permanent workers’
have no guarantee that they will be retained or reassigned following the end of a particular
project stage, and contract workers are hired only for specific components of a project with no
promises of renewal or permanence. In such an environment, the individual employee is always
sensitive to the need to maintain employability.
Neff (2012) argues that increased job insecurity in project-based ‘creative’ or
‘knowledge’ industries, encourages employees to make venture labor investments; that is
personal investments of their time, energy, human capital, and other personal resources. In turn,
dependent wage earners come to act like entrepreneurs or business owners, though they are not.
In this context employers feed off workers’ fear of failing and fear of falling (Ehrenreich, 1989).
This enables greater control and exploitation of workers who are “rendered anxious” by their
career prospects and are “obsessively concerned about their individual performance, job security,
career prospects” (Willmott, 1997: 1347; also Peticca-Harris and McKenna, 2013) as their peer
and portfolio-based reputations are a critical factor in their career success.
In video game development, work can be perceived as precarious because it operates
under project-cycles and portfolio-based mobility (Weststar and Legault, 2012). The "circuit of
control" may be intensified in an industry where primarily young workers willingly invest their
venture labor into game development because of their passion and their love of games and game
making (O'Donnell, 2009). As a consequence of the blurring of work and play (Kane, 2004) and
the vague idea to answer your calling, 'follow your heart', and 'do what you love', managers may
be better able to capitalize on and exploit employee's private hobbies and passions. Sturdy et al.,
(2010) argue that harnessing passion for the purposes of exploitation works in combination with
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traditional forms of control such as surveillance, participation, autonomy, and shared interests
(Barker, 1993; Burawoy, 1985; Delbridge and Ezzamel, 2005; Sewell, 2007). They suggest that
there is an "elaboration rather than reversal of bureaucratization" (Sturdy et al., 2010: 115) at an
industry level.
With this rise in the entrepreneurialization of work, employees expect to receive little
from their organizations other than remuneration and the opportunity to develop their skills and
portfolios for subsequent use in competitive markets (Sturdy et al., 2010). Even then, industry
workers may take the bait and invest in their studios by deferring aspects of compensation in
exchange for potentially lucrative rewards in the future and promote products/services in their
off-hours (e.g. playing games) to support company goals and generate new demands (Neff,
2012).
Game development as part of this discourse, has been called a "soft coercive system"
(Whitson, 2013: 124). Both Whitson (2013) and O’Donnell (2009) suggest that video game
developers come to their work with the idealized desire to ‘play’ – to solve the puzzles of game
making and to push the genre they love to new heights. However, both also conclude that
capitalist drivers - “monetization, marketing and advertising needs” (Whitson, 2013: 125) create
an environment that turns this very desire against game developers. As such, the capitalist
constraints are shared in both mainstream and independent/indie studios with independent game
studios competing with the large-scale publishers and manufacturers that dominate the industry
(Consalvo, 2006; Johns, 2006, Kerr, 2006; Williams, 2002) and increasingly with each other in a
crowded marketplace. Indie studios are not shielded from the exploitation and precarious nature
of work as they too operate under the project-management regime and encounter the same churn
of talent associated with the completion of project cycles and creation of new titles. As Westecott
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(2013) wrote and blog commentators in our study also noted, cross-fertilization between indies
and ‘AAA’ studios risks that the dominant normative practices – how people were taught to
make games in the large studios – colonize the new space.
As Lazzarato (1996: 136) wrote, “precariousness, hyperexploitation, mobility, and
hierarchy are the most obvious characteristics” of the immaterial labour that includes video game
development. Though Lazzarato (1996) wrote with contract or temporary labour in mind, the
arguments presented above show that dependent wage labourers might be included in this group
of precarious intellectual workers. This is particularly so because of the high mobility of project-
based work (see O’Riain, 2001 for a description of software developers). The flexible, short-
term, project-based cycles and the utmost need for successful project outcomes, due to
reputation-based mobility, shift managerial responsibilities onto employees. Under the illusion
of empowerment employees monitor themselves and their peers (Neff, 2012) as they bend to
accommodate the inflexibility of project deadlines. As O’Riain (2001) describes, as the deadline
for the project milestones approaches, the team becomes insular - singularly focused on
satisfying the project at all costs. Rather than issuing overt managerial dictates, management
appeals to the needs of the project, channeling and accentuating the latent professional norms
and intrinsic commitments to the work. In other words, management need not say "I need you to
work late tonight" but rather "The project requires you to work late." Workers wish to be a strong
team member within their ‘work family’ (Sturges, 2013), and earn client esteem by producing a
quality project within the iron triangle of constraints. While there remains reliance on intra-
organizational regimes such as corporate culture policing, project "crunch" acts as an inter-
organizational governance structure or value-based control that is market-based and
decentralized throughout the industry (Thomas, 2003).
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In summary, video game developers are project-based workers who may love their work,
but are controlled by the neo-normative control mechanisms of the deadline and individualized
angst about career prospects and employability. While there is very little resistance to extreme
working conditions among game developers, aside from quitting (Legault and Weststar, 2013),
there has been significant albeit "decaf resistance" (Contu, 2008: 370) on the part of others in the
game community. Here, Contu refers to a form of safe resistance that can be practiced without
paying the full cost of the risks to whistle blow. In the remainder of this paper we illustrate how
the developer's spouses and broader game community challenge the extreme working conditions
with our analysis of two impactful blogs and their associated reader comments. While this
resistance does not come from a place of duty or radical freedom but rather, self-interest and
utility (Contu, 2008: 375), we highlight how even 'decaf resistance' can garner legal attention and
spark industry change.
Methodology
Data Collection
The data for this study consists of two blogs and additional comments posted
anonymously on the Internet by their authors (EA Spouse and Rockstar Spouse). Blogs are
generally defined as frequently updated websites consisting of dated entries arranged in reverse
chronological order (Walker Rettberg, 2008). Blogs allow dialogue or co-production between
authors and readers in the form of comments, while the author retains ownership of and, ultimate
control over, the blog’s content (Hookway, 2008). Blogs offer an unadulterated first-person
perspective and that often has a confessional quality or represents alternative voices on the
subjects/topics addressed (Hookway, 2008).
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The first blog is entitled ‘The Human Story’ and was posted using the free blogging
software Live Journal under the tagline ‘ea_spouse’ on November 10, 2004. The blog discussed
the working environment at an Electronic Arts studio in Los Angeles during the making of the
Lord of the Rings video games. EA Spouse was the first major exposé of the game industry and
targeted one of the largest developer-publishers. The blog went live in the middle of a class
action lawsuit by programmers against Electronic Arts where the plaintiffs were ultimately
awarded US$15.6 million in unpaid overtime (Surette, 2006). It was revealed later that EA
Spouse is Erin Hoffman, the wife of one of the lead plaintiffs in the class action suit. While
game developers were the plaintiffs in the class action suit, Erin Hoffman is credited with
initiating a ‘Quality of Life’ movement in the industry (Remo, 2010).
The second blog is entitled ‘Wives of Rockstar San Diego employees have collected
themselves’ and was posted on January 7th, 2010 on the Gamasutra Blogs webpage (the premier
electronic magazine for the game industry) under the tagline ‘Rockstar Spouse’. This blog
mimics the format and messaging of EA Spouse and discusses the working environment at
Rockstar San Diego during the making of Red Dead Redemption. It spurred the International
Game Developers Association to issue a statement to Rockstar San Diego Studios about
‘appropriate’ balance in working hours (IGDA, 2010).
These blogs were selected for two reasons; first, each blog ‘went viral’ in the video game
community and then spread to other media outlets. Second, both blogs represent an oppositional
and alternative voice to the rhetoric surrounding the game industry's ‘cool factor’. The blogs
present another side of the game industry, including worker and family frustrations as they
highlight some of the extreme practices in which the industry engages. The blogs act as a subtle
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form of resistance, albeit one that has ignited discussions about industry-wide changes to
working practices.
Analysis
The blogs were analyzed to locate the narrator's perception of the situation within a wider
structural and discursive context (McKenna, 2010). Here, blogs act as a forum through which
the narrator (the blog writer) can express emotions and feelings about their lives (Boudens, 2005;
McKenna, 2007). . Blogs as a narrative, not only represent things in the world; they also have an
interactional function and position the writer in a web of voices and relationships with others.
While a blog may describe a situation, it also introduces alternative voices, discourses and
narratives. In the case of these two blogs, the writers engage with a broader context in such a
way as to raise questions about injustice and exploitation in a particular aspect of organizational
or social life.
The blogs were analyzed thematically (King, 1998; Riessman, 1993) using NVIVO
qualitative data management software. The researchers independently coded the data for main
sub-themes within the over-arching narrative of extreme work, and then collectively reconciled
the list of themes. This process resulted in the identification of four dominant sub-themes:
quality games, crunch (sustained overtime), project-based control, health issues and family
conflict. These themes were then applied to the categorization and classification of the blog
comments. Due to their volume, only a portion of the 4811 comments was formally coded. All
of the 152 Rockstar Spouse comments were coded and approximately 10% of the EA Spouse
comments were coded beginning on page 1. For the latter, coding continued until a point of
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saturation for the identified central themes was reached. In addition to the sub-themes listed
above, the comments were also categorized as being ‘supportive’ or ‘unsupportive’ of the tenor
of the respective blog. From here, we bundled sub-themes into three parent nodes: project-based
work regimes, game quality and crunch, and health issues and family conflict. The intent of the
analysis and its resulting presentation below is not to provide an objective count of people who
experienced certain conditions, but rather to provide excerpts that exemplify and support the
various positions within the debate. Given the public nature of the blogs and comments, all
names have been kept in the format as they appear on the blog post and comments. Inherent in
blogging is the paradox that people are able to write for an audience but remain as anonymous as
they desire (Hookway, 2008).
Findings and Discussion
Project-based Work Regimes
The blogs and comments illustrate that the dominance of extreme work within the game
industry is shaped and perpetuated by the project-based structure of the work. As discussed by
Hodgson (2002, 2004) and Cicmil et al. (2006) and described with respect to software designers
by O’Riain (2001), workers are controlled both structurally and normatively under project-
management regimes. Due to the inherent mobility of project-based work, workers must rely on
their portfolios and their reputations to maintain employability. As such, a worker's personal
choice to work long hours is often constrained by the social context, institutional conditions and
social rights involved (Crompton and Harris, 1998; McRae, 2003). As Sturges notes, “working
long hours was the time when people felt closest to their work ‘family’” (2013: 354); yet the
development of a family atmosphere that blurred the boundary between work and play was “a
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deliberate attempt by the firm founder to … encourage employees to work long hours when
required” (2013: 353). This elevates the power of reputation-based norms such as being part of
the team or work family (Sturges, 2013) and, as illustrated in numerous comments to both the
EA and Rockstar Spouse blogs, making sacrifices to have a successful game on your resume:
From a spouse of a RSSD [Rockstar San Diego] employee: …To our potential
consumers: DO NOT BOYCOTT THIS GAME! If you do, all their hard work
would have been for nothing. Support your fellow artists and buy their game.
Thank you. (will’s mom, 2010-01-12, 12:05pm, Rockstar Spouse)
The power of the project and the ability for management to subsume their demands in the
supposed needs of the project is also an important form of control. The parameters of budget,
deadline and scope are understood to be written in a contract from the beginning of the project,
yet the blogs and comments indicate that the front line workers are often unaware of the true big
picture of the game; they face externally imposed changes in the scope throughout the
development process, and they are often threatened with cancellation of the contract due to
budgetary constraints or insufficient progress at milestone check-points. This creates a
downward pressure on the team where the only outlet is to work longer and harder. EA Spouse
and Rockstar Spouse reject this and argue that project crunch is not a natural phenomenon
associated with this type of work, but a product of poor and exploitative management. As
described by Rockstar Spouse, “The managers at Rockstar San Diego continue in their
dishonesty, pushing their employees to the brink promising temporariness fully equipped with
the knowledge of another deadline just around the corner.” And by EA Spouse, “Crunching
neither accelerated [the schedule] nor slowed it down; its effect on the actual product was not
measureable. The extended hours were deliberate and planned; the management knew what they
were doing as they did it.”
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Yet, as O’Riain (2001) argued, the power of the deadline directs the project team to the
singular purpose of completing the project in the face of all challenges:
It is too late to change anything now. The game has to ship on the ship date, this
can’t be changed. It will need more than 40 hours/week by everybody to finish.
All I can ask: Please stop adding more features. We need to ship the game.
Please stop making more big changes. We need to ship the game. (John Marston,
2010-01-10 9:22 pm to Rockstar Spouse)
One commentator critiques the insularity and inevitability of these control mechanisms and
raises the issue of resistance:
The problem here really is: is anyone in the team willing to step forward and say:
whatever we've been working on for so long, so hard which is finally coming
together quite nicely - let's just throw it away and call it off. It's not worth the
sacrifice. That person would be looked upon as an outcast. How could he ever
think that? And quit now? Yes, the conditions aren't the best BUT the game is
almost finished and looking really cool now...There's a very strong reinforcement
/ influence cycle going on in situations and teams like these. Which is why, after
all, the spouses are the ones crying out for help in favor of their beloved ones!
That should tell (all of us) something! (Steffen Itterheim, 2010-01-12, 3:07pm,
Rockstar Spouse)
This excerpt draws attention to the notion that the structural and normative control mechanisms
of project-based regimes inhibit resistance by the workers within those regimes and requires the
actions of outsiders (in this case the spouses). Some workers do resist in individual ways:
I remember very clearly the day the game shipped...I broke down because it felt
like I had just been released from prison. After shipping that game, I resolved to
never EVER let any company abuse my willingness to be a good employee (John
Nagle, 2010-01-24, 9:02am, Rockstar Spouse).
Post-project catharsis and the feeling of having survived and solved all the creative
puzzles is also a powerful influence in the overall control mechanism of project-based work,
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particularly when the project is a success (O’Riain, 2001). A particularly active commentator on
the Rockstar Spouse blog was clearly a current employee of Rockstar. His early posts said much
about the challenges the team faced and he criticized the role of management. However, in posts
made after the game had shipped, he was conciliatory, citing the promises management had
made that this would never happen again, describing the time off that was given, and apologizing
for his earlier comments.
Another commentator asked the critical, yet perhaps rhetorical, question, “So RDR came
out and Metacritic'ked at 952. Does this mean R* are vindicated for their production culture?”
(Emmeline Dobson, 2010-05-21, 2:47am, Rockstar Spouse) In the face of project completion
and success, the cycle of exploitation continues; the investment of time and resources acts as a
form of manufactured consent (Burawoy, 1979; Jacques, 1996). While workers derive
satisfaction from what they do, they are caught in the bind of having to continue to do it under
pressurized and exploitative conditions because their advancement and recognition depends on
their exploitation – this is “capital’s circuit of control”. According to Neff (2012) this venture
labor investment of personal time and resources into the project-work career binds workers
closer to the organization and industry. As one developer warns, “The light at the end of the
tunnel may end up being a train... especially if they [management] fall over themselves to
promise otherwise.” (Ted Brown, 2010-01-08, 3:17pm, Rockstar Spouse) In the context of these
blogs, it is important to note that the families and friends of these exploited workers do not
experience the catharsis and team-building; they remember better the bad times and are in a
better position to label the cycle of exploitation for what it is.
2 Metacritic is a website that aggregates reviews for film, television and games to assign an overall percentage score. A score of 90-100 for games indicates universal acclaim. http://www.metacritic.com/
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Game Quality and Crunch
EA Spouse and Rockstar Spouse did not write their blogs to simply tell a story about poor
working conditions and their impact. Rather, the narrators position their blogs as a challenge
against the dominant discourse and assumed norms of how video games are made; challenging
the notion that crunch is required to create good games. In doing so they each create a rare
moment, particularly at the time of EA Spouse, to allow the multivocality or multi-voicedness of
industry actors to come forward and present alternative viewpoints (Bakhtin, 1981; Wortham,
2001). For instance, the Rockstar Spouse authors demand a “necessary rejoinder, in the form of
an immediate action to ameliorate conditions of employees” from management and voice the
exploitation and manipulation of employees by “certain hands that wield the reigns [sic] of
power in Rockstar San Diego.” EA Spouse explicitly engages in a dialogue with the executive
team of Electronic Arts: “To any EA executive that happens to read this, I have a good challenge
for you: how about safe and sane labor practices for the people whose backs you walk for your
millions.”
The prevailing industry perspective is that extreme and intense working conditions are
justified and required to ship a title. The blogs demonstrate the search for an alternative truth and
attempt to refute the existence of extreme or intense working conditions, but more specifically,
they question the inevitability and the necessity of these conditions to make successful,
innovative games. This debate garners ample attention in the reader comments. The dominant
voice is readily apparent in the comments that we coded as ‘unsupportive’ of or ‘unsympathetic’
to the EA Spouse and Rockstar Spouse blogs. These comments tended to fall into three groups.
The first were those who said that they worked in hard jobs too and therefore had no sympathy
for game developers:
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Here's the deal. I'll take your position. I served in the military, and I know about
long hours. And I'll do better work than you do. I won't complain. I'll push myself
as hard as humanly possible until I break, because I'm very aware of my breaking
point. Once I've reached that point, I'll move on to another position or company. I
live to take jobs from people like your spouse… Please, please keep on whining.
It keeps me gainfully employed. (Anonymous, 2005-03-17, 02:40am, EA Spouse)
You babies have to stop crying and live in the real world. It's a dog eat dog world
and we all need to just deal and if you can't deal, then get out of that type of
business period. (Anonymous, 2004-11-30, 7:04pm, EA Spouse)
A second group of reader comments was comprised of those who generally felt that this was the
state of the game industry and those who did not like it could find another studio to work for or
leave the industry entirely.
“You're highly-skilled and feel your company is taking advantage of you? Leave.
or better yet, make yourself better first and then move on”
I used to get emotionally stirred by the attitude of corporations and the treatment
of their labor force, but nowadays, I employ the above quoted attitude. I give my
employer what he wants, I take what I want, I find ways to take even more, then
leave that employer for better opportunities elsewhere with the experience,
knowledge and benefits I gained at my last job. Sure a lot of people aren't in the
position I'm in (no children), but for those of you who are, don't hesitate to look
elsewhere while you are still employed (just don't get caught, trust me!!! :0)
(Anonymous, 2005-04-26, 5:46pm, EA Spouse)
Long hours is nothing new. I am a programmer @ well know fps [first person
shooter] gaming house. We work on average 15 hours a day including weekends.
I'm sorry to say it but there is no getting away from this reality - if you wanna
work in the gaming industy you have to "suck it down". Hey think of it like this -
get that office with a window & you can gaze down on your red in the parkinglot
:-). (Anonymous, 2004-11-20, 09:44:29, EA Spouse)
A third group of reader comments was comprised of voices with messages cautioning against
resistance.
…unless you think you have a guaranteed win, you might want to reconsider
challenging the guys with the big, expensive legal team. They are more than
willing to spend more money than it would take to settle because it will prevent
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other teams in other branches from repeating the attempt to rebel. (Anonymous,
2004-11-15, 6:11pm, EA Spouse)
Game Developers: I caution you on posting details of internal affairs at your
studio... If you bad mouth your employer in public, and your identity becomes
public, not only will they fire you, but you will now have a reputation as a loose
cannon that cant keep dirty laundry in house. If you ever get branded with this,
NOBODY will ever hire you again. I have seen this happen on two occasions and
in both cases, they never worked again in the game industry. (J T, 2010-01-12,
8:41pm, Rockstar Spouse)
In the first group, workers must pit themselves against each other in a contest for jobs and
internalize the assumption that if they are struggling in a particular context, they don’t deserve to
be there. In the second group, workers must be ruthless entrepreneurs of the self and take all
responsibility for their employability (Neff, 2012); they must take ownership of their choice to
do certain jobs, accept the personal sacrifices and relish the material gains. In the third case,
workers should be grateful for what they have, they should be fearful of the consequences of
resisting and assume they are powerless if they try. The clustering of these ‘unsupportive’
categories into three groups serves to distinguish their arguments; however, they all serve to
illustrate the strength of individualized employment relations that isolates the game developer as
the problem.
Health Issues and Family Conflict
Supporting other research, an important sub-theme in the data was the negative impact of
long hours on physical and psychological health (Burke and Cooper, 2008). EA Spouse and
Rockstar Spouse document the toll paid by the development teams and these details are
confirmed and expanded throughout the comment sections. Stress, burnout, depression,
frustration, irritability, exhaustion, alcoholism, and suicidal tendencies were repeated themes.
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Rockstar Spouse criticizes the use of superficial techniques of ‘stress management’
saying, “[health problems] will not be ameliorated with a full time masseuse and will only
worsen if no change to improve conditions take place and managers continue with their
dishonesty of deadlines.” The blog authors and other commentators seem to see this weak
‘welfarism’ response as insulting and voice management as dishonest in their concern,
particularly when management belittles and resents the use of the health system in place (i.e., use
of sick days). As noted in one comment:
The horrible part was, if you missed a day due to illness (even Saturday or
Sunday), it would count against your TOPS time (time off pool.) (John Nagle,
2010-01-24, 9:02am, Rockstar Spouse).
The blog comments were also replete with references to the ‘perks’ that developers receive; they
are provided with breakfast, lunch and dinner and “an endless supply of pop tarts and other
sugar-laden coding fuels.” (John Nagle, 2010-01-24, 9:02am, Rockstar Spouse). These perks
become important to the workers of the industry and eclipse management's responsibility for
skirting health issues associated with sustained crunch. Perks act as a selling point to work in
the industry because a company that buys you pizza and Gatorade and has donut Fridays is
considered a 'cool' company. These perks are normative control tactics that lead workers to
believe that the company cares about them and they act as a self-serving veil to the structural and
managerial issues at the core of the intense work problem. As an ingrained norm, no one seems
to question why workers are working so many hours in a day that the company would need to
provide them dinner. And, in any case, pizza, donuts and Gatorade hardly qualify as a concern
for the health of employees.
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The final theme of family conflict is not surprising, given that female spouses of game
developers wrote both blogs. In the comments women reported and seconded the following:
receiving flowers from studio management as appeasement for their husband’s absence; eating
dinner with their spouses at the studio to grab some quality time; and hearing their husbands
apologize yet again for missing a family event. Numerous developer or ex-developer comments
were punctuated with the confession of broken agreements with ‘SOs’ (significant others) around
working hours and ultimately, broken relationships.
First, I made an agreement w/my SO that I would put in whatever hours I had to
during the week so that I would not have to work weekends (this is before they
started instituting mandatory 6-7 day work weeks). I got used to sleeping 5 to 6
hours a night so I could put in 14-16 hour days during crunch time. (Atomatom,
2004-11-12, 11:18am, EA Spouse)
It almost cost me my marriage, and I will never be in that position again if I can
help it, so I am out of that line of work for good. I miss it on a certain level, but will
never miss the massive amount of abuse I went through. (Christopher Spencer,
2010-01-20, 12:25am, Rockstar Spouse)
There's a reason to why games companies prefer to hire really young people
without attached girl friends/wifes, I'm sure you can figure it out...(Anonymous,
2004-11-17, 5:43am, EA Spouse)
In addition, EA Spouse is explicit in the critique she directs towards the then CEO of Electronic
Arts:
Larry, you do realize what you are doing, right? And you do realize that they ARE
people, with physical limits, emotional lives and families right? Voices and talents and
senses of humor and all that? That when you keep our husbands and wives and children
in the office for 90 hours a week, sending them home exhausted and numb and frustrated
with their lives, it’s not just them you’re hurting, but everyone who loves them? When
you make your profit calculations and your cost analyses, you know that a great measure
of that cost is being paid in raw human dignity, right? (EA Spouse)
Though EA Spouse is inclusive in her challenge by referring to husbands and wives, the impact
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of long work hours on the families of game developers is gendered. With male representation in
core development roles (i.e., programming) at 85-90%, it is overwhelmingly women who are
performing the emotional and reproductive labour required to maintain the productivity of each
male game developer (Westecott, 2013; see also Sturges, 2013). Numerous references to young
workforces and having no children also show that success in this industry is built for a particular
type of worker who has no other commitments. Despite their initial or on-going levels of
support, unlike the game developers, the spouses and families do not experience a post-project
catharsis (O’Riain, 2001) when the game ships and do benefit from the same intrinsic
satisfaction from the work (Sturges, 2013). As such, the spouses and families may experience
greater long-term damage from this type of work and, as seen in these two blogs, may be more
inclined and able to resist and challenge industry standards.
Concluding Remarks
The dominant ideology and discourse of the game industry is a “no collar”, post-
bureaucratic, high-tech bohemia (Ross, 2003) where game developers are able to follow their
passion to produce successful games. However, extreme working conditions are a core feature
of the game industry and have an immense impact on workers and their families. In this paper
we surfaced alternative truths by examining two blogs written by the spouses of game developers
in 2004 and 2010, and their associated reader comments.
At a micro level, the blogs are acts of whistleblowing that expose extreme working
conditions at specific studios at specific times. At a more macro level, the blogs represent a
conduit through which the spouses of game developers give voice to a fearful and exploited
group of ‘knowledge workers’ who are caught in “capital’s circuit of control” (Willmott, 1994)
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and unable or unwilling to speak for themselves (Contu, 2008). Taken together, the range of
comments provides various alternative perspectives that challenge the broader context of the
game industry. That said, while the blogs and comments do act as a safe forum to protest the
extreme working conditions, they also provide space for the reiteration of dominant voices that
protect the status quo. As noted above, these ‘unsupportive’ comments exemplify the argument
that employment challenges have become individualized. They suggest that if a developer is
struggling they are not working hard enough, or not cutout for the work. They shift blame for
and normalize the working conditions by saying that it is a personal choice to do this type of
work. And they disempower individuals by voicing the negative side effects of speaking out.
These are the normative messages that workers face in their employment settings each day and
further act to downplay resistance.
Capitalism has shown itself to be adept at manufacturing the compliance of workforces
even under conditions where working life is precarious, uncertain, and insecure (Lazzarato,
2006, 2009). This insecurity of much of the current employment of project-based ‘knowledge
workers’ or immaterial laborers is achieved through the neo-liberal promise of individual success
and glory (Lazzarato, 2006, 2009). Here all hope of success and advancement in the marketplace
is tied to the ability to compete and remain employable and this is tied to compliance. It is
precisely this insecurity, this anxiety about employment and ‘career’ that allows exploitation
through extreme work situations (Bradley et al., 2000). Real resistance and radical freedom
(Contu, 2008) in this industry might mean workers lose their job with perhaps little hope of
finding another.
Instead, a "softer resistance" (Contu, 2008: 375) is generated by the blogs and comments
from outside of the workplace itself, from those impacted by these conditions and close to the
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game developers – spouses and members of the broader game community. Here, not only do the
blogs act as a form of resistance, it is resistance that is articulated on behalf of another, their
spouse. In this way, game developers are able to maintain their position in the rat race while
improvements to working conditions are still being fought for and consciousness toward greater
or more lasting change is being raised.
The challenges of extreme work in the game industry were not fixed by EA Spouse’s
outcry. This is clear given the emergence of the Rockstar Spouse blog eight years later. Indeed,
online whistleblowing similar to EA and Rockstar Spouse has continued through journalistic
exposés of the work practices at Team Bondi Studios in 2011 during the making of L.A. Noire
and Trendy Entertainment in 2013 with the making of Dungeon Defenders II. As well, in 2012
“38 Studios Spouse” posted a blog about the mistreatment of her husband at 38 Studios when the
studio went bankrupt shortly after releasing Kingdoms of Amalur: Reckoning. However, it can be
argued that the blogs have both directly and indirectly contributed to material gains for
developers.
The EA Spouse blog brought these issues to the public consciousness for the first time
and subsequent outbursts fuel the debate and continue to promote material change within the
industry. As noted above, the blog was published in conjunction with class action lawsuits
regarding unpaid overtime in which Erin Hoffman (EA Spouse) was intimately involved. As
such, the blog likely helped to surface additional claimants as well as increase the profile of the
cases and bolster support from the game community. On numerous occasions, Hoffman replied
to comments on her own blog inviting other EA employees to contact her directly, presumably to
join the class action. The two suits, one for graphic artists and one for computer programmers
(the latter led by Hoffman’s fiancé Leander Hasty) challenged Californian law that exempted
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certain professionals employed in the software business from being paid time and a half for
overtime hours. In both cases, the employees were successful; graphic artists received a
settlement of $15.6 million and programmers received $14.9 million and many were reclassified.
(Legault and Weststar, 2012). There is no available evidence of direct policy change at Rockstar,
though posts to the blog following the release of the game speak of promises made and time-off
(Legault and Weststar, 2013). Hoffman posted on the Rockstar Spouse blog asking anyone who
had been reclassified as exempt from overtime, or who had seen reductions in pay or benefits to
contact her, but no lawsuits materialized.
In a more indirect way, Hoffman remains a commentator on quality of life issues. For a
time she maintained Gamewatch.org which was an online discussion forum to promote the self-
policing of studio practices and her praise of studios which have undergone positive change also
makes the game industry news. For instance, she applauded EA Tiburon for the studios
improved working conditions during the making of NCAA and Madden NFL games and is now
herself employed by an EA subsidiary (Sinclair, 2013).
In conclusion, the issue of extreme work remains a systemic problem in the game
industry because of the structural and neo-normative control systems of competitive project-
based regimes. As demonstrated throughout our analysis, and in line with the work of Prasad and
Prasad (1998, 2000) this socio-political context requires that resistance be often covert, informal,
and mundane (Prasad and Prasad, 2000 as cited in Contu, 2008: 366). Social media has created a
covert and informal space for game developers, their families, and consumers to be skeptical and
cynical, to raise awareness, and give voice to the negative relationships between work and home,
and about the nature of project-based work regimes. In this way, social media continues to show
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potential to be a tool in resisting the exploitative, extreme work conditions in the game industry -
"decaf" or not.
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