Production Error

2020 ◽  
pp. 141-158
Author(s):  
Ergin Bulut

This chapter reveals how even upper-rank workers are not exempt from layoffs, financial insecurity, and the anxiety of working in a hit-driven industry. While being bought out by Digital Creatives initially provided financial security for Studio Desire's game developers, Digital Creatives' hasty, adverse investment decisions destabilized their flagship studio. When Digital Creatives eventually declared bankruptcy, Studio Desire's developers found themselves working in a perpetual-growth machine without much morale. The chapter then addresses workers' indifference toward unionization. Game developers' perception of creative work—that one needs to think outside the box, that creative work is decidedly different from blue-collar work, and that therefore unions would not be helpful—is socially structured. Yet they seem to be indifferent to facing and managing risk in more collective ways.

Author(s):  
Mark Griffin ◽  
Steven Tippins

The finances of blue-collar workers were the most acutely impacted as these workers lost their jobs during the Great Recession of 2007 through 2009. The literature revealed a minimal understanding of how blue-collar workers allocated funds for their retirement, and what their investments might be when they invested. To address this problem, the current qualitative study addressed (a) how blue-collar workers chose to invest or not invest for retirement and (b) how blue-collar workers diversified their portfolio if they chose to invest. Theoretical foundations of the study were based on regret theory and prospect theory. A nonrandom purposeful sample of 10 blue-collar worker participants answered 19 open-ended questions. Data from these questions were analyzed inductively. Findings revealed that, as participants reached the age of 30, they started to consider investing for their retirement. Participants under the age of 30 were not as likely to invest. Only one person over the age of 30 did not invest for retirement. The factors that contributed to these blue-collar workers’ investment decisions for retirement were based on an employer-provided retirement accounts, the fear of running out of money later in life during retirement, and the addition of new family members. One of the most popular retirement investment products for the participant group, which included mechanics, laborers, and material movers, was the U.S. Treasury bonds. Other popular investments were mutual funds, 401(k)s, and IRAs. These findings may inform researchers who are conducting a study on the investment decisions of blue-collar workers. The findings can also be beneficial for other blue-collar workers by showing them that other blue-collar workers do invest, and by revealing their rationales in doing so.


Author(s):  
Mia Consalvo ◽  
Andrew Phelps

This chapter explores how professional game developers live stream their creative work on Twitch.tv. It asks how these developers engage in co-creative acts with their viewers and how they engage in game talk during their design process. These practices lend themselves to daily professional practice and advancement, which is structurally incentivized by the platform itself. This chapter is therefore framed in a broader examination that questions the potential use of streaming platforms as educational environments, and how these practices intersect both formal and informal educational models. There are synergies between the practices emerging on Twitch and the educational practices surrounding game development as a field as universities find themselves engaged in exploring how to deliver educational experiences at a distance.


2020 ◽  
pp. 54-72
Author(s):  
Ergin Bulut

This chapter examines how Studio Desire's workers were managed after acquisition by Digital Creatives in the 2000s. It documents the dynamics of what the game developers called “the trade-off” between financial security and autonomy. This trade-off reveals the interactions and struggle between the residual and the emergent cultures, where frictions occurred since the market survival of Digital Creatives depended on its abilities to streamline creative production. Overall, Studio Desire's workers did not fundamentally see a problem with it as they had wanted to be acquired by a major publisher in the first place. Yet the introduction of new organizational structures led to the advent of a more impersonal culture and inequalities, all mediated within a gendered context. By looking at how game developers deploy passion in their descriptions of work, the chapter provides a distinct focus by gendering labor practices and reframing the “garage” as a gendered space.


2016 ◽  
Vol 20 (06) ◽  
pp. 1650045
Author(s):  
BJÖRN REMNELAND WIKHAMN ◽  
ALEXANDER STYHRE ◽  
JAN LJUNGBERG ◽  
ANNA MARIA SZCZEPANSKA

This paper reports an in-depth qualitative study about innovation work in the Swedish video game industry. More specifically, it focuses on how video game developers are building ambidextrous capabilities to simultaneously addressing explorative and exploitative activities. The Swedish video game industry is a particularly suitable case to analyze ambidexterity, due to it’s extreme market success and continuous ability to adapt to shifts in technologies and demands. Based on the empirical data, three ambidextrous capabilities are pointed out as particularly valuable for video game developers; (1) the ability to separate between a creative work climate and the effectiveness in project organizing; (2) the balancing of inward and outward ideation influences, and (3) the diversity in operational means and knowledge paired with shared goals and motivations, derived from the love of video games and video game development.


Author(s):  
ALISA PIASKOVSKA

The article is devoted to testing hypotheses related to the mechanism of causing the level of happiness / satisfaction. Happiness is usually measured by looking at the whole process from the other side — that is, the factors of happiness / satisfaction that shape the respondent's well-being at a given point in time are measured. Only achievements are measured, but a person's claims to their achievements are not measured. The mechanism considered in the article can be conditionally represented as a fraction, in the numerator of which — the level of security in the broadest sense or the level of achievement (material security, creative work, loved one, etc.), and in the denominator — the level of claims (for example, the level of material security that a person considers sufficient). At the same time, the level of claims is formed depending on the level of achievements of the reference group of the respondent. Since reference groups generally influence a person's self-identification and worldview, they also form a comparison point for the respondent on how happy and successful his or her life is. The author has developed a method for measuring the level of claims and tested a few hypotheses that follow from these ideas about the mechanism of causing happiness / satisfaction. The following hypotheses are made: 1) the higher the level of claims, the lower the level of happiness 2) the ratio of achievement to the level of claims has a significant positive relationship with the level of happiness, 3) the higher the level of financial security of the immediate social environment, the higher the level of claims. Confirmation of the third hypothesis and partial confirmation of the first are received and directions of further research are outlined.


Crisis ◽  
2014 ◽  
Vol 35 (4) ◽  
pp. 268-272
Author(s):  
Sean Cross ◽  
Dinesh Bhugra ◽  
Paul I. Dargan ◽  
David M. Wood ◽  
Shaun L. Greene ◽  
...  

Background: Self-poisoning (overdose) is the commonest form of self-harm cases presenting to acute secondary care services in the UK, where there has been limited investigation of self-harm in black and minority ethnic communities. London has the UK’s most ethnically diverse areas but presents challenges in resident-based data collection due to the large number of hospitals. Aims: To investigate the rates and characteristics of self-poisoning presentations in two central London boroughs. Method: All incident cases of self-poisoning presentations of residents of Lambeth and Southwark were identified over a 12-month period through comprehensive acute and mental health trust data collection systems at multiple hospitals. Analysis was done using STATA 12.1. Results: A rate of 121.4/100,000 was recorded across a population of more than half a million residents. Women exceeded men in all measured ethnic groups. Black women presented 1.5 times more than white women. Gender ratios within ethnicities were marked. Among those aged younger than 24 years, black women were almost 7 times more likely to present than black men were. Conclusion: Self-poisoning is the commonest form of self-harm presentation to UK hospitals but population-based rates are rare. These results have implications for formulating and managing risk in clinical services for both minority ethnic women and men.


1998 ◽  
Author(s):  
Vernon L. Quinsey ◽  
Grant T. Harris ◽  
Marnie E. Rice ◽  
Catherine A. Cormier

Sign in / Sign up

Export Citation Format

Share Document