INTERNATIONAL_ Game companies around the world today, especially Asian countries, are still arguing and having discussions about working hours.
Is working 52 hours per week in gaming companies reasonable nowadays? Most of the time working like this is to accelerate product launches, fix game-related bugs at launch, expand overseas, and many other issues. Many units believe that a more flexible working system should be implemented on the basis of game projects.
Is 52 hours of work per week in the gaming industry really reasonable?
Meanwhile, system and product operators believe that working 52 hours is the minimum requirement to ensure a balance between work and life. In addition, companies need to develop game-making process innovations to overcome the problems.
According to the latest surveys in Korea and China, 41%-56% of surveyed companies answered that both efficiency and productivity are improved if working from 52 hours per week. This is evident such as recruiting new employees, introducing flexible working mechanisms, improving work processes, etc.
In addition, 42.8% of employees think that implementing a 52-hour workday does not bring any change and it is too much in a game environment, so it should be shortened. While only 16.2% of companies hold the view that the time can be longer, but it is necessary to ensure the welfare regime.
Many Chinese and Korean game companies actively reduce working time.
Difficulties in the operation of small and medium-sized game companies also make the working environment of employees increasingly worse. According to the survey, this is especially true in companies with less than 5 employees. For example, at companies with more than 5 employees, all employees saw a slight increase in wages, but at companies with fewer than 5 employees, earnings fell 28.1%.
In addition, while large game companies continuously increase wages, small game companies are also facing the burden of cost increases to prevent “brain drain”. In other words, there is increasing polarization of the gaming industry in Korea, leading to a polarization of the workforce. This requires game studios to listen to employees’ opinions to improve.