When a door becomes a window: using Glassdoor to examine game industry work cultures

IF 4.2 1区 文学 Q1 COMMUNICATION Information Communication & Society Pub Date : 2022-03-13 DOI:10.1080/1369118X.2022.2048048
K. Bergstrom
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引用次数: 1

Abstract

ABSTRACT Despite a growing interest in its labour conditions, research about the games industry remains constrained by the streetlight effect. Non-disclosure and non-disparagement agreements, or HR blocking access for embedded research, are examples of how the industry can shield itself from outside view. Furthermore, when access is granted, researchers might find themselves constrained by their own timelines (tenure clocks, graduation deadlines, etc.) that are antithetical to long-term, embedded ethnographic research. In this article, I discuss an opportunity to look behind the curtain of the game industry via employee reviews left on Glassdoor, a popular job-seeking website. These reviews provide a means to gather worker perspectives in a way that reduces the potential for harm for those who speak out to counter the dominant, PR-polished narratives about working in the game industry being a ‘dream job.’ To demonstrate Glassdoor’s utility as a supplemental data source for investigations of industry workplace cultures, I draw on employee reviews describing their experiences at Riot Games, developer of the Multiplayer Online Battle Arena League of Legends. These first-hand accounts of working at Riot provide a view into the games industry, allowing observation of how problematic work cultures become normalized, and ultimately, how workers who do not come to internalize these norms may be pushed out.
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当一扇门变成一扇窗:使用Glassdoor分析游戏行业的工作文化
摘要尽管人们对游戏行业的劳动条件越来越感兴趣,但街灯效应仍然制约着游戏行业的研究。保密和非贬损协议,或人力资源部阻止嵌入式研究的访问,都是该行业如何保护自己免受外界关注的例子。此外,当获得访问权限时,研究人员可能会发现自己受到自己的时间表(任期时钟、毕业截止日期等)的限制,这与长期的嵌入式民族志研究背道而驰。在这篇文章中,我讨论了一个机会,通过流行的求职网站Glassdoor上留下的员工评论来了解游戏行业的幕后。这些评论提供了一种收集员工观点的方法,从而减少了那些公开反对主流、经过公关打磨的关于在游戏行业工作是“理想工作”的说法的人受到伤害的可能性为了证明Glassdoor作为行业工作场所文化调查的补充数据源的实用性,我引用了员工评论,描述了他们在Riot Games的经历,Riot Game是多人在线竞技场英雄联盟的开发者。这些在Riot工作的第一手资料为游戏行业提供了一个视角,让我们能够观察到有问题的工作文化是如何正常化的,以及最终,那些没有内化这些规范的员工是如何被排挤出去的。
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来源期刊
CiteScore
10.20
自引率
4.80%
发文量
110
期刊介绍: Drawing together the most current work upon the social, economic, and cultural impact of the emerging properties of the new information and communications technologies, this journal positions itself at the centre of contemporary debates about the information age. Information, Communication & Society (iCS) transcends cultural and geographical boundaries as it explores a diverse range of issues relating to the development and application of information and communications technologies (ICTs), asking such questions as: -What are the new and evolving forms of social software? What direction will these forms take? -ICTs facilitating globalization and how might this affect conceptions of local identity, ethnic differences, and regional sub-cultures? -Are ICTs leading to an age of electronic surveillance and social control? What are the implications for policing criminal activity, citizen privacy and public expression? -How are ICTs affecting daily life and social structures such as the family, work and organization, commerce and business, education, health care, and leisure activities? -To what extent do the virtual worlds constructed using ICTs impact on the construction of objects, spaces, and entities in the material world? iCS analyses such questions from a global, interdisciplinary perspective in contributions of the very highest quality from scholars and practitioners in the social sciences, gender and cultural studies, communication and media studies, as well as in the information and computer sciences.
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