The hype accompanying the release of Red Dead Redemption 2, one of 2018's most anticipated video games, has focused on its artwork and immersive storytelling — but also, unexpectedly, on the need for a gaming union.

Key points: Developers says "crunch", or excessive overtime, is common in the gaming industry

Developers says "crunch", or excessive overtime, is common in the gaming industry In response, some are pushing for employees to unionise

In response, some are pushing for employees to unionise Australia has no gaming union, but staff could join existing unions

The cofounder of US-based Rockstar Games, Dan Houser, faced accusations of overworking employees after he mentioned finishing the game took "100-hour weeks" in an interview with New York Magazine.

Mr Houser later clarified his comment, suggesting it was the senior writing team that shouldered the heavy work load, yet the profile included other recollections of working "to the bone" on the company's wildly profitable titles.

Accusations about "crunch culture", or a tradition of damaging overtime, are well-documented and continue to surface in the gaming industry, and a nascent unionisation movement has grown in response.

Tim Colwill, a volunteer organiser for Game Workers Unite (GWU) in Australia, said the local industry was also dealing with poor pay, long hours and job insecurity — and that employers too often relied on their workers' passion.

"[It's] that age-old trade-off for creative employees," he said.

"You're supposed to accept all these things because you're 'privileged' to have this job in the first place."

Loading

A culture of 'crunch'

While she has not seen the extremes of 100-hour weeks, Jennifer Scheurle, a game designer in Melbourne, said dedication was often equated with unhealthy hours, and she had felt burnt-out herself.

"It can be insidiously addictive," she said.

"I think one of the misconceptions people have about the way we get overworked is that people have a gun to our head or that we get threatened with being fired.

"It is more a culture question … some sort of coercion, if you want."

The 2017 International Game Developers Association (IGDA) global survey found 53 per cent of respondents said "crunch time" was expected at their workplace — some reported working 50- to 70-plus hours a week.

And when employees worked beyond normal office hours, 37 per cent received no additional compensation. If there was compensation, only 18 per cent received paid overtime.

Loading

Still, "crunch" culture is changing, according to IGDA executive director Jen MacLean, as awareness grows about the harm it can do.

"Having been in game development for 26 years, I can say that you can make great titles without requiring that kind of consistent and frankly abusive schedule," she said.

The union push

GWU is a global effort to advocate for workers' rights: it started in the United States and its Australian chapter launched in June this year.

There is no union in Australia specifically built for game developers and designers, but a spokesperson for the Media, Entertainment and Arts Alliance (MEAA) said it "believes that MEAA is the union for those workers".

Employees may also be eligible to join Professionals Australia.



The size of the gaming industry in Australia, as well as working conditions, can also be difficult to quantify.

Research from the Interactive Games and Entertainment Association in 2017 suggested 928 people are employed full-time in Australian game development studios, but the number of freelancers is unclear.

The most recent Film, Television and Digital Games Survey, conducted by the Australian Bureau of Statistics, found 734 people were employed in digital games in 2015-16, with a total industry income of $111.1 million.

Video game development is a booming industry, along with the rise of esports leagues.

In Australia, a small survey of 155 developers conducted by the GWU suggested that most respondents were concerned about their income and job security.

Mr Colwill said the small size of Australia's industry means employment could be precarious.

"It seems like there's nowhere to turn if things go wrong … That's why we're saying the most important thing is to stand together."

Representing the global industry, Ms MacLean was more equivocal about the need for unions.

She said some of her members are in countries where unions are "part of the social fabric"; others are not.

"There are many people who will agree that not everyone will agree, just because the industry is so diverse," she said.

According to the 2018 annual report of Rockstar's parent company Take-Two, none of its regular employees are subject to collective bargaining agreements.

A 'dream' job, but a fair job?

Mr Colwill said there had been a range of reactions to the GWU's drive towards unionisation.

"A lot of people are supportive of the idea overall. There are some people who think it's not right for the industry," he said.

"That's to be expected."

For now, the group aims to educate employees about their pay rights and workplace conditions.

Morgan Jaffit runs Defiant Development, a studio of 25 people in Brisbane, which he said doesn't "crunch".

In part, because his employees tend to be older: "I've got two kids, lots of our staff have two kids, they want to get home to see their family and I don't think that's an unreasonable request," he said.

Mr Jaffit said he would support his workers if they wanted to unionise, adding that broadly, the popular view of game development as a "dream job" could have a negative impact on work conditions — something that's not unique to the gaming industry.

"There's certainly pressure to say that, if you want a job, you need to do whatever it takes to get that job, and that's true in our industry," he added.

A cultural change is also needed, Ms Scheurle agreed: workers of all stripes shouldn't be exploited simply because they're grateful to be in the room.

The idea that, "You owe this industry, or you owe the company you work for, or you owe the audience … because you are lucky to have [the job]," she said.

Rockstar has been contacted for comment.