{"title":"当一扇门变成一扇窗:使用Glassdoor分析游戏行业的工作文化","authors":"K. Bergstrom","doi":"10.1080/1369118X.2022.2048048","DOIUrl":null,"url":null,"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.","PeriodicalId":48335,"journal":{"name":"Information Communication & Society","volume":"25 1","pages":"835 - 850"},"PeriodicalIF":4.2000,"publicationDate":"2022-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"When a door becomes a window: using Glassdoor to examine game industry work cultures\",\"authors\":\"K. Bergstrom\",\"doi\":\"10.1080/1369118X.2022.2048048\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":48335,\"journal\":{\"name\":\"Information Communication & Society\",\"volume\":\"25 1\",\"pages\":\"835 - 850\"},\"PeriodicalIF\":4.2000,\"publicationDate\":\"2022-03-13\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Information Communication & Society\",\"FirstCategoryId\":\"98\",\"ListUrlMain\":\"https://doi.org/10.1080/1369118X.2022.2048048\",\"RegionNum\":1,\"RegionCategory\":\"文学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"COMMUNICATION\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Information Communication & Society","FirstCategoryId":"98","ListUrlMain":"https://doi.org/10.1080/1369118X.2022.2048048","RegionNum":1,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMMUNICATION","Score":null,"Total":0}
When a door becomes a window: using Glassdoor to examine game industry work cultures
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.
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.