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Crunch time :
Crunch time : The reasons and effects of unpaid overtime in the games industry
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- Edholm, Henrik (författare)
- Gothenburg University,Göteborgs universitet,Institutionen för data- och informationsteknik (GU),Department of Computer Science and Engineering (GU)
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- Lidstrom, Michela (författare)
- Gothenburg University,Göteborgs universitet,Institutionen för data- och informationsteknik (GU),Department of Computer Science and Engineering (GU)
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- Steghöfer, Jan-Philipp, 1983 (författare)
- Gothenburg University,Göteborgs universitet,Institutionen för data- och informationsteknik (GU),Department of Computer Science and Engineering (GU)
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- Burden, Håkan (författare)
- Viktoria Swedish ICT,IT-forskningsinstitutet Viktoria AB,RISE,Viktoria
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(creator_code:org_t)
- IEEE, 2017
- 2017
- Engelska.
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Ingår i: Proceedings - 2017 IEEE/ACM 39th International Conference on Software Engineering. - : IEEE. - 9781538627174 ; , s. 43-52
- Relaterad länk:
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http://dx.doi.org/10...
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https://gup.ub.gu.se... (primary) (free)
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https://urn.kb.se/re...
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https://doi.org/10.1...
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Abstract
Ämnesord
Stäng
- The games industry is notorious for its intense work ethics with uncompensated overtime and weekends at the office, also known as crunch or crunch time. Since crunch time is so common within the industry, is it possible that the benefits of crunch time outweigh the disadvantages? By studying postmortems and conducting interviews with employees in the industry, we aim to characterise crunch time and discover its effects on the industry. We provide a classification of crunch, i.e., four types of crunch which all have distinct characteristics and affect the product, employees and schedule in various ways. One of the crunch types stands out from the others by only having positive effects on product and schedule. A characteristic that all of the types have in common is an increase in stress levels amongst the employees. We identify a set of reasons for crunch and show that crunch is less pronounced in game studios where prioritisation of features is a regular practice.
Ämnesord
- NATURVETENSKAP -- Data- och informationsvetenskap -- Datavetenskap (hsv//swe)
- NATURAL SCIENCES -- Computer and Information Sciences -- Computer Sciences (hsv//eng)
- NATURVETENSKAP -- Data- och informationsvetenskap -- Programvaruteknik (hsv//swe)
- NATURAL SCIENCES -- Computer and Information Sciences -- Software Engineering (hsv//eng)
Nyckelord
- Agile development
- Games industry
- Human factors
- Stress
- Sustainable pace
- Types of crunch
- Unpaid overtime
- Engineering
- Human engineering
- Industrial engineering
- Stresses
- Stress levels
- Work ethics
- Software engineering
Publikations- och innehållstyp
- ref (ämneskategori)
- kon (ämneskategori)
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