The perils of project-based work: Attempting resistance to extreme work practices in video game development

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 cha...

Full description

Bibliographic Details
Main Authors: Peticca-Harris, A., Weststar, J., McKenna, Stephen
Format: Journal Article
Published: The International Society for Organization Development 2015
Online Access:http://hdl.handle.net/20.500.11937/8864
_version_ 1848745783132684288
author Peticca-Harris, A.
Weststar, J.
McKenna, Stephen
author_facet Peticca-Harris, A.
Weststar, J.
McKenna, Stephen
author_sort Peticca-Harris, A.
building Curtin Institutional Repository
collection Online Access
description 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.
first_indexed 2025-11-14T06:22:50Z
format Journal Article
id curtin-20.500.11937-8864
institution Curtin University Malaysia
institution_category Local University
last_indexed 2025-11-14T06:22:50Z
publishDate 2015
publisher The International Society for Organization Development
recordtype eprints
repository_type Digital Repository
spelling curtin-20.500.11937-88642018-03-29T09:05:39Z The perils of project-based work: Attempting resistance to extreme work practices in video game development Peticca-Harris, A. Weststar, J. McKenna, Stephen 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. 2015 Journal Article http://hdl.handle.net/20.500.11937/8864 10.1177/1350508415572509 The International Society for Organization Development restricted
spellingShingle Peticca-Harris, A.
Weststar, J.
McKenna, Stephen
The perils of project-based work: Attempting resistance to extreme work practices in video game development
title The perils of project-based work: Attempting resistance to extreme work practices in video game development
title_full The perils of project-based work: Attempting resistance to extreme work practices in video game development
title_fullStr The perils of project-based work: Attempting resistance to extreme work practices in video game development
title_full_unstemmed The perils of project-based work: Attempting resistance to extreme work practices in video game development
title_short The perils of project-based work: Attempting resistance to extreme work practices in video game development
title_sort perils of project-based work: attempting resistance to extreme work practices in video game development
url http://hdl.handle.net/20.500.11937/8864