Second-party Developer
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A video game developer is a broad term for a
software developer Software development is the process of conceiving, specifying, designing, Computer programming, programming, software documentation, documenting, software testing, testing, and Software bugs, bug fixing involved in creating and maintaining applic ...
specializing in
video game development Video game development (or gamedev) is the process of developing a video game. The effort is undertaken by a developer, ranging from a single person to an international team dispersed across the globe. Development of traditional commercial PC a ...
– the process and related disciplines of creating
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
s. 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
programmers A computer programmer, sometimes referred to as a software developer, a software engineer, a programmer or a coder, is a person who creates computer programs — often for larger computer software. A programmer is someone who writes/creates ...
,
designers A designer is a person who plans the form or structure of something before it is made, by preparing drawings or plans. In practice, anyone who creates tangible or intangible objects, products, processes, laws, games, graphics, services, or exp ...
,
artists An artist is a person engaged in an activity related to creating art, practicing the arts, or demonstrating an art. The common usage in both everyday speech and academic discourse refers to a practitioner in the visual arts only. However, the ...
, etc. Most game development companies have
video game publisher A video game publisher is a company that publishes video games that have been developed either internally by the publisher or externally by a video game developer. They often finance the development, sometimes by paying a video game developer ( ...
financial and usually marketing support. Self-funded developers are known as independent or indie developers and usually make
indie game An indie game, short for independent video game, is a video game typically created by individuals or smaller development teams without the financial and technical support of a large game publisher, in contrast to most "AAA" (triple-A) games. ...
s. A developer may specialize in specific
game engines A game engine is a software framework primarily designed for the development of video games and generally includes relevant libraries and support programs. The "engine" terminology is similar to the term "software engine" used in the software ...
or specific video game consoles (such as
Nintendo is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto, Japan. It develops video games and video game consoles. Nintendo was founded in 1889 as by craftsman Fusajiro Yamauchi and originally produce ...
's
Switch In electrical engineering, a switch is an electrical component that can disconnect or connect the conducting path in an electrical circuit, interrupting the electric current or diverting it from one conductor to another. The most common type of ...
,
Microsoft Microsoft Corporation is an American multinational technology corporation producing computer software, consumer electronics, personal computers, and related services headquartered at the Microsoft Redmond campus located in Redmond, Washing ...
's
Xbox Series X and Series S The Xbox Series X/S are home video game consoles developed by Microsoft. They were both released on November 10, 2020, as the fourth generation Xbox, succeeding the Xbox One. Along with Sony's PlayStation 5, also released in November 2020, t ...
,
Sony , commonly stylized as SONY, is a Japanese multinational conglomerate corporation headquartered in Minato, Tokyo, Japan. As a major technology company, it operates as one of the world's largest manufacturers of consumer and professional ...
's
PlayStation 5 The PlayStation 5 (PS5) is a home video game console developed by Sony Interactive Entertainment. Announced as the successor to the PlayStation 4 in April 2019, it was launched on November 12, 2020, in Australia, Japan, New Zealand, North Ame ...
), or may develop for a number of systems (including
personal computer A personal computer (PC) is a multi-purpose microcomputer whose size, capabilities, and price make it feasible for individual use. Personal computers are intended to be operated directly by an end user, rather than by a computer expert or tec ...
s and
mobile devices A mobile device (or handheld computer) is a computer small enough to hold and operate in the hand. Mobile devices typically have a flat LCD or OLED screen, a touchscreen interface, and digital or physical buttons. They may also have a physical ...
). Video game developers specialize in certain types of games (such as
role-playing video game A role-playing video game (commonly referred to as simply a role-playing game or RPG, as well as a computer role-playing game or CRPG) is a video game genre where the player controls the actions of a character (or several party members) immers ...
s or
first-person shooter First-person shooter (FPS) is a sub-genre of shooter video games centered on gun and other weapon-based combat in a first-person perspective, with the player experiencing the action through the eyes of the protagonist and controlling the pl ...
s). Some focus on
porting In software engineering, porting is the process of adapting software for the purpose of achieving some form of execution in a computing environment that is different from the one that a given program (meant for such execution) was originally desi ...
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. Most
video game publisher A video game publisher is a company that publishes video games that have been developed either internally by the publisher or externally by a video game developer. They often finance the development, sometimes by paying a video game developer ( ...
s maintain development studios (such as
Electronic Arts Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry and promoted the d ...
's
EA Canada EA Vancouver (formerly known as EA Burnaby, then EA Canada) is a Canadian video game developer located in Burnaby, British Columbia. The development studio opened as Distinctive Software in January 1983, and is also Electronic Arts's largest and ...
,
Square Enix is a Japanese Multinational corporation, multinational holding company, production enterprise and entertainment conglomerate, best known for its ''Final Fantasy'', ''Dragon Quest'', ''Star Ocean'' and ''Kingdom Hearts'' role-playing video game ...
's studios,
Activision Activision Publishing, Inc. is an American video game publisher based in Santa Monica, California. It serves as the publishing business for its parent company, Activision Blizzard, and consists of several subsidiary studios. Activision is one o ...
's
Radical Entertainment Radical Entertainment Inc. is a Canadian video game developer based in Vancouver. The studio is best known for developing '' The Simpsons: Hit & Run'', '' Prototype'' and '' Prototype 2'', as well as entries in the ''Crash Bandicoot'' franchise ...
,
Nintendo EPD commonly abbreviated as Nintendo EPD, is the largest division within the Japanese video game company Nintendo. The division focuses on developing and producing video games, mobile apps, and other related entertainment software for the company. E ...
and Sony's
Polyphony Digital Polyphony Digital is an internal Japanese first-party video game development studio for PlayStation Studios. Originally a development group within Sony Computer Entertainment known as Polys Entertainment, after the success of '' Gran Turismo'' i ...
and
Naughty Dog Naughty Dog, LLC (formerly JAM Software, Inc.) is an American first-party video game developer based in Santa Monica, California. Founded by Andy Gavin and Jason Rubin in 1984, the studio was acquired by Sony Computer Entertainment in 2001. Gav ...
). However, since publishing is still their primary activity they are generally described as "publishers" rather than "developers". Developers may be private as well.


Types


First-party developers

In the
video game industry The video game industry encompasses the development, marketing, and monetization of video games. The industry encompasses dozens of job disciplines and thousands of jobs worldwide. The video game industry has grown from niches to mainstream. , ...
, a first-party developer is part of a company which manufactures a
video game console A video game console is an electronic device that Input/output, outputs a video signal or image to display a video game that can be played with a game controller. These may be home video game console, home consoles, which are generally placed i ...
and develops exclusively for it. First-party developers may use the name of the company itself (such as
Nintendo is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto, Japan. It develops video games and video game consoles. Nintendo was founded in 1889 as by craftsman Fusajiro Yamauchi and originally produce ...
), have a specific division name (such as Sony's
Polyphony Digital Polyphony Digital is an internal Japanese first-party video game development studio for PlayStation Studios. Originally a development group within Sony Computer Entertainment known as Polys Entertainment, after the success of '' Gran Turismo'' i ...
) or have been an independent studio before being acquired by the console manufacturer (such as Rare or
Naughty Dog Naughty Dog, LLC (formerly JAM Software, Inc.) is an American first-party video game developer based in Santa Monica, California. Founded by Andy Gavin and Jason Rubin in 1984, the studio was acquired by Sony Computer Entertainment in 2001. Gav ...
). Whether by purchasing an independent studio or by founding a new team, the acquisition of a first-party developer involves a huge
financial investment Investment is the dedication of money to purchase of an asset to attain an increase in value over a period of time. Investment requires a sacrifice of some present asset, such as time, money, or effort. In finance, the purpose of investing i ...
on the part of the console manufacturer, which is wasted if the developer fails to produce a hit game in a timely manner. 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
PlayStation Studios PlayStation Studios (formerly SCE Worldwide Studios and SIE Worldwide Studios) is a Division (business), division of Sony Interactive Entertainment (SIE) that oversees the video game development at the studios owned by SIE. The division was est ...
for Sony, and
Xbox Game Studios Xbox Game Studios (previously known as Microsoft Studios, Microsoft Game Studios, and Microsoft Games) is an American video game publisher and part of the Microsoft Gaming division based in Redmond, Washington. It was established in March 2000, ...
for Microsoft.


Second-party developers

Second-party developer is a colloquial term often used by gaming enthusiasts and media to describe game studios who take development contracts from platform holders and develop games exclusive to that platform, i.e. a non-owned developer making games for a first-party company. 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 have exclusive publishing agreements (or other business relationships) with the platform holder, but maintain independence so upon completion or termination of their contracts are able to continue developing games for other publishers if they choose to. For example, while
HAL Laboratory formerly shortened as HALKEN (derived from its native name), is a Japanese video game developer founded on 21 February 1980. While independent, it has been closely tied with Nintendo throughout its history, and is often referred to as a secon ...
initially began developing games on personal computers like the MSX, they became one of the earliest second-party developers for Nintendo, developing exclusively for Nintendo's consoles starting with the Famicom, though they would self-publish their mobile games.


Third-party developers

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
design A design is a plan or specification for the construction of an object or system or for the implementation of an activity or process or the result of that plan or specification in the form of a prototype, product, or process. The verb ''to design'' ...
and content. However, the publisher's wishes generally override those of the developer. The business arrangement between the developer and publisher is governed by a
contract A contract is a legally enforceable agreement between two or more parties that creates, defines, and governs mutual rights and obligations between them. A contract typically involves the transfer of goods, services, money, or a promise to tran ...
, which specifies a list of
milestones A milestone is a marker of distance along roads. Milestone may also refer to: Measurements *Milestone (project management), metaphorically, markers of reaching an identifiable stage in any task or the project *Software release life cycle state, s ...
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 developer an advance on
royalties A royalty payment is a payment made by one party to another that owns a particular asset, for the right to ongoing use of that asset. Royalties are typically agreed upon as a percentage of gross or net revenues derived from the use of an asset o ...
. 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 be dependent on income from a single publisher; one canceled game may be devastating to a small developer. Because of this, many small development companies are short-lived. A common
exit strategy An exit strategy is a means of leaving one's current situation, either after a predetermined objective has been achieved, or as a strategy to mitigate failure. An organisation or individual without an exit strategy may be in a quagmire. At wors ...
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 the design and content of a game compared to third-party developers. One reason is that since the developers are employees of the publisher, their interests are aligned with those of the publisher; the publisher may spend less effort ensuring that the developer's decisions do not enrich the developer at the publisher's expense.
Activision Activision Publishing, Inc. is an American video game publisher based in Santa Monica, California. It serves as the publishing business for its parent company, Activision Blizzard, and consists of several subsidiary studios. Activision is one o ...
in 1979 became the first third-party video game developer. When four
Atari, Inc. Atari, Inc. was an American video game developer and home computer company founded in 1972 by Nolan Bushnell and Ted Dabney. Atari was a key player in the formation of the video arcade and video game industry. Based primarily around the Sunny ...
programmers left the company following its sale to
Warner Communications Warner Media, LLC ( traded as WarnerMedia) was an American multinational mass media and entertainment conglomerate. It was headquartered at the 30 Hudson Yards complex in New York City, United States. It was originally established in 1972 by ...
, partially over the lack of respect that the new management gave to programmers, they used their knowledge of how
Atari VCS The Atari 2600, initially branded as the Atari Video Computer System (Atari VCS) from its release until November 1982, is a home video game console developed and produced by Atari, Inc. Released in September 1977, it popularized microprocessor- ...
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 sale of these games, but the companies ultimately settled, with Activision agreeing to pay a portion of their sales as a license fee to Atari for developing for the console. This established the use of licensing fees as a model for third-party development that persists into the present. The licensing fee approach was further enforced by
Nintendo is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto, Japan. It develops video games and video game consoles. Nintendo was founded in 1889 as by craftsman Fusajiro Yamauchi and originally produce ...
when it decided to allow other third-party developers to make games for the
Famicom The Nintendo Entertainment System (NES) is an 8-bit third-generation home video game console produced by Nintendo. It was first released in Japan in 1983 as the commonly known as the The NES, a redesigned version, was released in American ...
console, setting a 30% licensing fee that covered game cartridge manufacturing costs and development fees. The 30% licensing fee for third-party developers has also persisted to the present, being a de facto rate used for most digital storefronts for third-party developers to offer their games on the platform. 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
Raven A raven is any of several larger-bodied bird species of the genus ''Corvus''. These species do not form a single taxonomic group within the genus. There is no consistent distinction between "crows" and "ravens", common names which are assigned t ...
(1997);
Neversoft Neversoft Entertainment, Inc. was an American video game developer based in Woodland Hills, California. The studio was founded by Joel Jewett, Mick West and Chris Ward in July 1994 and was acquired by Activision in October 1999. Initially, the st ...
(1999), which merged with
Infinity Ward Infinity Ward, Inc. is an American video game developer. They developed the video game ''Call of Duty'', along with seven other installments in the ''Call of Duty'' series. Vince Zampella, Grant Collier, and Jason West established Infinity Ward ...
in 2014;
Z-Axis Underground Development, Ltd. (formerly Z-Axis, Ltd.) was an American video game developer based in Foster City, California. The company was founded in 1994 by David Luntz and sold to Activision in May 2002. Following a rebranding to Undergroun ...
(2001);
Treyarch Treyarch Corporation ( ; formerly Treyarch Invention LLC) is an American video game developer based in Santa Monica, California. Founded in 1996 by Peter Akemann and Doğan Köslü, it was acquired by Activision in 2001. The studio is known for ...
(2001);
Luxoflux Luxoflux Corp. was an American video game developer founded by Peter Morawiec and Adrian Stephens in January 1997, and based in Santa Monica, California. History Luxoflux had a relatively small team size for its first few titles. The two founde ...
(2002); Shaba (2002);
Infinity Ward Infinity Ward, Inc. is an American video game developer. They developed the video game ''Call of Duty'', along with seven other installments in the ''Call of Duty'' series. Vince Zampella, Grant Collier, and Jason West established Infinity Ward ...
(2003) and
Vicarious Visions Blizzard Albany (formerly Vicarious Visions, Inc.) is an American video game developer based in Albany, New York. The studio was acquired by Activision in January 2005. After releasing its last game as part of that company, ''Tony Hawk's Pro Ska ...
(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. A developer may not be the primary entity creating a piece of software, usually providing an external software tool which helps organize (or use) information for the primary software product. Such tools may be a
database In computing, a database is an organized collection of data stored and accessed electronically. Small databases can be stored on a file system, while large databases are hosted on computer clusters or cloud storage. The design of databases sp ...
,
Voice over IP Voice over Internet Protocol (VoIP), also called IP telephony, is a method and group of technologies for the delivery of speech, voice communications and multimedia sessions over Internet Protocol (IP) networks, such as the Internet. The terms In ...
, or add-in
interface Interface or interfacing may refer to: Academic journals * ''Interface'' (journal), by the Electrochemical Society * '' Interface, Journal of Applied Linguistics'', now merged with ''ITL International Journal of Applied Linguistics'' * '' Int ...
software; this is also known as
middleware Middleware is a type of computer software that provides services to software applications beyond those available from the operating system. It can be described as "software glue". Middleware makes it easier for software developers to implement co ...
. Examples of this include
SpeedTree SpeedTree is a group of vegetation programming and modeling software products developed and sold by Interactive Data Visualization, Inc. (IDV) that generates virtual foliage for animations, architecture and in real time for video games and dema ...
and
Havoc High Altitude Venus Operational Concept (HAVOC) is a set of crewed NASA mission concepts to the planet Venus. All human portions of the missions would be conducted from lighter-than-air craft or from orbit. Background Venus is a planet with a r ...
.


Indie game developers

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
Internet The Internet (or internet) is the global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP) to communicate between networks and devices. It is a '' network of networks'' that consists of private, pub ...
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 possible for indie game developers to forge agreements with console manufacturers for broad distribution of their games. 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 acquired for their development needs).


Quality of life

Video game development is usually conducted in a casual business environment, with T-shirts and sandals 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 (sometimes to an extent seen as unsustainable). Employee burnout is not uncommon. 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 developers may only earn between $10,000 and $50,000 a year depending on how financially successful their titles are. In addition to being part of the software industry, game development is also within the
entertainment Entertainment is a form of activity that holds the attention and interest of an audience or gives pleasure and delight. It can be an idea or a task, but is more likely to be one of the activities or events that have developed over thousa ...
industry; most sectors of the entertainment industry (such as
film A film also called a movie, motion picture, moving picture, picture, photoplay or (slang) flick is a work of visual art that simulates experiences and otherwise communicates ideas, stories, perceptions, feelings, beauty, or atmosphere ...
s and
television Television, sometimes shortened to TV, is a telecommunication medium for transmitting moving images and sound. The term can refer to a television set, or the medium of television transmission. Television is a mass medium for advertisin ...
) 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
labor Labour or labor may refer to: * Childbirth, the delivery of a baby * Labour (human activity), or work ** Manual labour, physical work ** Wage labour, a socioeconomic relationship between a worker and an employer ** Organized labour and the la ...
to the industry, creating a competitive labor market which demands a high level of commitment and performance from employees. Industry communities, such as the
International Game Developers Association The International Game Developers Association (IGDA) is a nonprofit professional association whose stated mission is to "support and empower game developers around the world in achieving fulfilling and sustainable careers." The IGDA is incorpo ...
(IGDA), are conducting increasing discussions about the problem; they are concerned that working conditions in the industry cause significant deterioration in its employees' quality of life.


Crunch

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 work flow, reliance on third-party deliverables, 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. The use of crunch time as a workplace standard gained attention first in 2004, when Erin Hoffman exposed the use of crunch time at
Electronic Arts Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry and promoted the d ...
, a situation known as the "EA Spouses" case. A similar "Rockstar Spouses" case gained further attention in 2010 over working conditions at
Rockstar San Diego Rockstar San Diego, Inc. (formerly Angel Studios, Inc.) is an American video game developer and a studio of Rockstar Games based in Carlsbad, California. The studio is best known for developing the ''Midnight Club'' and ''Red Dead'' series. ...
. 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.


Discrimination and harassment


Gender

Game development had generally been a predominately male workforce. In 1989, according to ''
Variety Variety may refer to: Arts and entertainment Entertainment formats * Variety (radio) * Variety show, in theater and television Films * ''Variety'' (1925 film), a German silent film directed by Ewald Andre Dupont * ''Variety'' (1935 film), ...
'', 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. The male-dominated industry, most who have grown up playing video games and are part of the
video game culture Video game culture is a worldwide new media subculture formed by video gamers. As video games have exponentially increased in popularity over time, they have had a significant influence on popular culture. Video game culture has also evolved with ...
, 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
Gamergate controversy Gamergate or GamerGate (GG) was a loosely organized online misogyny, misogynistic online harassment campaign and a right-wing backlash against feminism, diversity, and progressivism in video game culture. It was conducted using the hashtag "# ...
. Major investigations into allegations of sexual harassment and misconduct that went unchecked by management, as well as discrimination by employers, have been brought up against
Riot Games Riot Games, Inc. is an American video game developer, publisher and esports tournament organizer based in Los Angeles, California. It was founded in September 2006 by Brandon Beck and Marc Merrill to develop ''League of Legends'' and went on t ...
,
Ubisoft Ubisoft Entertainment SA (; ; formerly Ubi Soft Entertainment SA) is a French video game publisher headquartered in Saint-Mandé with development studios across the world. Its video game franchises include '' Assassin's Creed'', ''Far Cry'', '' ...
and
Activision Blizzard Activision Blizzard, Inc. is an American video game holding company based in Santa Monica, California. It was founded in July 2008 through the merger of Activision, Inc. (the publicly traded parent company of Activision Publishing) and Vivendi ...
in the late 2010s and early 2020s, alongside smaller studios and individual developers. However, while other entertainment industries have had similar exposure through the
Me Too movement #MeToo is a social movement against sexual abuse, sexual harassment, and rape culture, in which people publicize their experiences of sexual abuse or sexual harassment. The phrase "Me Too" was initially used in this context on social media in ...
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. There also tends to be pay-related discrimination against women in the industry. According to
Gamasutra ''Game Developer'', known as ''Gamasutra'' until 2021, is a website founded in 1997 that focuses on aspects of video game development. It is owned and operated by Informa and acts as the online sister publication to the print magazine '' Gam ...
'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. Increasing the representation of women in the video game industry required breaking a feedback loop of the apparent lack of female representation in the production of video games and in the content of video games. Efforts have been made to provide a strong STEM (science, technology, engineering, and mathematics) background for women at the
secondary education Secondary education or post-primary education covers two phases on the International Standard Classification of Education scale. Level 2 or lower secondary education (less commonly junior secondary education) is considered the second and final pha ...
level, but there are issues with
tertiary education Tertiary education, also referred to as third-level, third-stage or post-secondary education, is the educational level following the completion of secondary education. The World Bank, for example, defines tertiary education as including univers ...
such as at colleges and universities, where game development programs tend to reflect the male-dominated demographics of the industry, a factor that may led women with strong STEM backgrounds to choose other career goals.


Racial

There is also a significant gap in racial minorities within the video game industry; a 2019 IGDA survey found only 2% of developers considered themselves to be of African descent and 7% Hispanic, while 81% were Caucasian; in contrast, 2018 estimates from the United States Census estimate the U.S. population to be 13% of African descent and 18% Hispanic. 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 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. 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, development of games that appeal beyond the white, male gamer stereotype, and identify toxic behavior in both video game workplaces and online communities that perpetuate discrimination against gender and race.


LGBT

In regards to
LGBT ' is an initialism that stands for lesbian, gay, bisexual, and transgender. In use since the 1990s, the initialism, as well as some of its common variants, functions as an umbrella term for sexuality and gender identity. The LGBT term is a ...
and other gender or sexual orientations, the video game industry typically shares the same demographics as with the larger population based on a 2005 IGDA survey. Those of LGBT do not find workplace issues with their identity, though work to improve the representation of LGBT themes within video games in the same manner as with racial minorities. 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.


Age

The industry also is recognized to have an
ageism Ageism, also spelled agism, is discrimination against individuals or groups on the basis of their age. The term was coined in 1969 by Robert Neil Butler to describe discrimination against seniors, and patterned on sexism and racism. Butler defi ...
issue, discriminating against the hiring and retention of older developers. A 2016 IGDA survey found only 3% of developers were over 50 years old, while at least two-thirds were between 20 and 34; these numbers show a far lower average age compared to the U.S. national average of about 41.9 that same year. While discrimination by age in hiring practices is generally illegal, companies often target their oldest workers first during layoffs or other periods of reduction. Older developers with experience may find themselves too qualified for the types of positions that other game development companies seek given salaries and compensations offered.


Contract workers

Some of the larger video game developers and publishers have also engaged contract workers through agencies to help add manpower in game development in part to alleviate crunch time from employees. Contractors are brought on for a fixed period and generally work similar hours as full-time staff members, assisting across all areas of video game development, but as contractors, do not get any benefits such as paid time-off or health care from the employer; they also are typically not credited on games that they work on for this reason. The practice itself is legal and common in other engineering and technology areas, and generally it is expected that this is meant to lead into a full-time position, or otherwise the end of the contract. But more recently, its use in the video game industry has been compared to
Microsoft Microsoft Corporation is an American multinational technology corporation producing computer software, consumer electronics, personal computers, and related services headquartered at the Microsoft Redmond campus located in Redmond, Washing ...
's past use of "
permatemp Permatemp is a U.S. term for a temporary employee who works for an extended period for a single staffing client. The word is a portmanteau of the words '' permanent'' and ''temporary''. There are two types of permatemp employment relationships. ...
", 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.


Unionization

Similar to other tech industries, video game developers are typically not
unionized A trade union (labor union in American English), often simply referred to as a union, is an organization of workers intent on "maintaining or improving the conditions of their employment", ch. I such as attaining better wages and benefits ( ...
. 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 that 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
International Game Developers Association The International Game Developers Association (IGDA) is a nonprofit professional association whose stated mission is to "support and empower game developers around the world in achieving fulfilling and sustainable careers." The IGDA is incorpo ...
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
Game Developers Conference The Game Developers Conference (GDC) is an annual conference for video game developers. The event includes an expo, networking events, and awards shows like the Game Developers Choice Awards and Independent Games Festival, and a variety of tutori ...
in early 2019 found that 47% of respondents felt the video game industry should unionize. In 2016, voice actors in the Screen Actors Guild‐American Federation of Television and Radio Artists (SAG-AFTRA) union doing work for video games struck several major publishers, demanding better
royalty payment A royalty payment is a payment made by one party to another that owns a particular asset, for the right to ongoing use of that asset. Royalties are typically agreed upon as a percentage of gross or net revenues derived from the use of an asset o ...
s and provisions related to the safety of their vocal performances, when their union's standard contract was up for renewal. The voice actor strike 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. A grassroots movement,
Game Workers Unite Game Workers Unite is a worker-run, labor rights group seeking to organize the video game industry. Founded during events surrounding the March 2018 Game Developers Conference, the flat organization has grown to over a thousand members across ...
, was established around 2017 to discuss and debate issues related to unionization of game developers. The group came to the forefront during the March 2018
Game Developers Conference The Game Developers Conference (GDC) is an annual conference for video game developers. The event includes an expo, networking events, and awards shows like the Game Developers Choice Awards and Independent Games Festival, and a variety of tutori ...
by holding a roundtable discussion with the
International Game Developers Association The International Game Developers Association (IGDA) is a nonprofit professional association whose stated mission is to "support and empower game developers around the world in achieving fulfilling and sustainable careers." The IGDA is incorpo ...
(IGDA), the professional association for developers. Statements made by the IGDA's current executive director Jen MacLean relating to IGDA's activities had been seen by as anti-union, and Game Workers Unite desired to start a conversation to lay out the need for developers to unionize. In the wake of the sudden near-closure of
Telltale Games Telltale Incorporated (trade name: Telltale Games) was an American video game developer based in San Rafael, California. The company was founded in July 2004 by former LucasArts developers Kevin Bruner, Dan Connors and Troy Molander, following ...
in September 2018, the movement again called out for the industry to unionize. The movement argued that Telltale had not given any warning to its 250 employees let go, having hired additional staff as recently as a week prior, and left them without pensions or health-care options; it was further argued that the studio considered this a closure rather than layoffs, as to get around failure to notify required by the
Worker Adjustment and Retraining Notification Act of 1988 The Worker Adjustment and Retraining Notification Act of 1988 (the "WARN Act") is a U.S. labor law that protects employees, their families, and communities by requiring most employers with 100 or more employees to provide 60 calendar-day advance ...
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 been legally established. Following
Activision Blizzard Activision Blizzard, Inc. is an American video game holding company based in Santa Monica, California. It was founded in July 2008 through the merger of Activision, Inc. (the publicly traded parent company of Activision Publishing) and Vivendi ...
'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
AFL–CIO The American Federation of Labor and Congress of Industrial Organizations (AFL–CIO) is the largest federation of unions in the United States. It is made up of 56 national and international unions, together representing more than 12 million ac ...
writing an open letter to video game developers encouraging them to unionize. Game Workers Unite and the
Communications Workers of America The Communications Workers of America (CWA) is the largest communications and media labor union in the United States, representing about 700,000 members in both the private and public sectors (also in Canada and Puerto Rico). The union has 27 loc ...
established a new campaign to push for unionization of video game developers, the Campaign to Organize Digital Employees (CODE), in January 2020. Initial efforts for CODE were aimed to determine what approach to unionization would be best suited for the video game industry. Whereas some video game employees believe they should follow the craft-based model used by SAG-AFTRA which would unionized based on job function, others feel an industry-wide union, regardless of job position, would be better. Sweden presents a unique case where nearly all parts of its labor force, including white-collar jobs such as video game development, may engage with labor unions under the Employment Protection Act often through
collective bargaining Collective bargaining is a process of negotiation between employers and a group of employees aimed at agreements to regulate working salaries, working conditions, benefits, and other aspects of workers' compensation and rights for workers. The i ...
agreements. Developer
DICE Dice (singular die or dice) are small, throwable objects with marked sides that can rest in multiple positions. They are used for generating random values, commonly as part of tabletop games, including dice games, board games, role-playing g ...
had reached its union agreements in 2004.
Paradox Interactive Paradox Interactive AB is a video game publisher based in Stockholm, Sweden. The company started out as the video game division of Target Games and then Paradox Entertainment (now Cabinet Entertainment) before being spun out into an independen ...
became one of the first major publishers to support unionization efforts in June 2020 with its own agreements to cover its Swedish employees within two labor unions
Unionen Unionen is a Swedish white-collar trade union. The union was formed on 1 January 2008, when the Swedish Union of Commercial Salaried Employees merged with the Swedish Union of Clerical and Technical Employees in Industry. Like both its pred ...
and SACO. In Australia, video game developers could join other unions, but the first video game-specific union, Game Workers Unite Australia, was formed in December 2021 under
Professionals Australia Professionals Australia, formerly the Association of Professional Engineers, Scientists and Managers Australia (APESMA), is an Australian trade union registered under state and federal industrial relations acts. It is affiliated with the Austral ...
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.


See also

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List of video game developers This is a list of notable video game companies that have made games for either computers (like PC or Mac), video game consoles, handheld or mobile devices, and includes companies that currently exist as well as now-defunct companies. See the list ...
** List of independent game developers *
Video game industry practices The video game industry encompasses the development Development or developing may refer to: Arts *Development hell, when a project is stuck in development *Filmmaking, development phase, including finance and budgeting *Development (music ...


References


Bibliography

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External links


"Quality of Life in the Videogame Industry"
{{Video game controversy Video game development