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Last updated April 10, 2022

Status: #📥 Tags: Work Culture Links: ( Articles


( The game industry’s disposable workers

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Contractors

The IRS considers any on-site worker to be a full-time employee, if that worker spends a significant proportion of their working life in the office and has no other clients. Employers in the game industry often seek to avoid scrutiny by restricting contractors to a nine-month maximum stint

Sarah case study

Usage of contractors in game studios

Tips for game studio culture > “My advice, especially for people just looking to get a foothold into the industry is be careful. Get written contracts or get hired in. Don’t do anything on a verbal agreement. The temptation to get started into is so alluring that it can be easy to forget that you need to make sure you are secure as an employee or contractor. These practices run rampant in gaming and esports.” - Don’t sell yourself short

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Supplemental Article Takeaways

Developer Satisfaction Survey 2019

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Notably, we have seen a rise to 24% of game developers identifying as female, and a total of 29% of game developers not identifying as male. This is a 10% increase in the representation of female developers seen previously Survey respondents were predominately identified as male (71%). Slightly less than one quarter (24%) identified as female, 3% identified as non-binary, and 2% selected “Prefer to self-describe” as their response.

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Image from Gyazo

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Many respondents were born in the United States. They made up 50% of the sample (Figure 1). Canada had 9%, and Mexico had 1%, bringing the overall North American representation to 60%. Asia represented 8% of survey respondents. Europe accounted for 20% of respondents, Australia and Oceania accounted for 8%, South and Central America and the Caribbean made up 4%, and Africa represented 1%.

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Slightly less than half of the survey respondents (42%) reported having a specialized degree that was ‘somewhat relevant’ to game development and more than a third (37%) reported having a degree that was ‘directly relevant’ to game development. The remaining 21% had educational backgrounds that they said were ‘not relevant’ to game development.

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28% of respondents identified as having a disability. The most frequently selected category of disability was psychiatric or mental illness (11%).

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Created:: 2022-02-11 14:02


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