THE VIDEO GAMING INDUSTRY - IT Professionals Australia - addressing the challenges to create a fairer, more sustainable industry
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IT Professionals Australia THE VIDEO GAMING INDUSTRY - addressing the challenges to create a fairer, more sustainable industry PAGE 1
Copyright© 2021 Professionals Australia All rights reserved. No part of this work may be reproduced, used or stored in any form, especially typographically, electronically and including photocopying, without written permission of the publisher. The use of material for private study, research or criticism is excepted from the reservation and may be undertaken within the accepted meaning of fair dealing. The publisher makes no representation, in any form, as to the accuracy of the information contained in this work and cannot accept any legal responsibility for errors, omissions or consequences of any action taken by readers. PAGE 2
CONTENTS WORKING TOGETHER TO MAKE THE INDUSTRY FAIRER - 4 WHERE TO START? HOW IS THE VIDEO GAMING INDUSTRY STRUCTURED? 5 SIZE AND EMPLOYMENT STATUS OF WORKFORCE 5 BULK OF GAMING STUDIOS 5 GOVERNMENT SUPPORT 5 ROLES THAT MAKE UP THE GAMING INDUSTRY 6 SIZE OF THE AUSTRALIAN INDUSTRY COMPARED INTERNATIONALLY 6 GLOBAL VALUE OF INDUSTRY 6 WHAT ARE THE KEY WORKFORCE ISSUES? 7 WORKERS UNDERPAID - NOT PAID EVEN MINIMUM AWARD RATES 7 SHAM CONTRACTS 7 LACK OF JOB SECURITY 7 GRADUATE SUPPLY VS DEMAND 7 EXCESSIVE OVERTIME - UP TO 100-HOUR WEEKS 7 BURNOUT AND OVERWORK - "CHURN AND BURN" 7 ON THE SPOT SACKINGS 7 NO PROTECTION FOR WORKERS WHEN STUDIOS FAIL 7 LACK OF GENDER DIVERSITY 8 UNDER-REPRESENTATION 8 SEXUAL HARASSMENT 8 GENDER-BASED VIOLENCE IN GAMING 8 GENDER-BASED ONLINE HATE AND TROLLING 8 LACK OF BUSINESS MANAGEMENT SKILLS 8 WHERE DOES PROFESSIONALS AUSTRALIA FIT IN? 9 PAGE 3
WORKING TOGETHER TO MAKE THE INDUSTRY FAIRER - WHERE TO START? The video game industry is growing every year, and globally video game sales account for more revenue than film tickets and music sales combined (even before the COVID-19 pandemic). North America, Europe, and North-East Asia are the centres of the industry. Australia had a large video game industry that collapsed during the global financial crisis around 2007/8 and is slowly being rebuilt. The industry suffers from extensive worker exploitation and needs to be unionised. This brief issues paper aims to give an overview of the industry and the issues that impact the gaming industry workforce. It can form the basis for an action plan to make the industry fairer and more sustainable. PAGE 4
HOW IS THE VIDEO GAMING INDUSTRY STRUCTURED? SIZE AND EMPLOYMENT STATUS OF WORKFORCE Roughly 1,300 full-time-equivalent workers are employed in game development in Australia - around 900 full-time equivalent employees - but loads of contractors and freelancers - so around 600 full-time employees. A reduction in the size of the Australian industry further to the GFC (2007/8) and the number of people employed in it means there is a potential over-supply of graduates in interactive games development. BULK OF GAMING STUDIOS Melbourne is the centre of the industry, followed by Sydney. The largest studios include: • Wargaming (NSW) - 90 workers • Sledgehammer (Vic) - 70 workers • League of Geeks (Vic) - 50 workers • EA Fire Monkeys (Vic) - 50 workers • Zero Latency VR (Vic) - 50 workers • Mighty Kingdom (SA) - 50 workers • Gameloft (QLD) - 50 workers • Big Ant Studios (Vic) - 40 workers • Immutable (NSW) - 40 workers Most game studios have fewer than ten employees. These studios produce “indie” games or act as contractors for larger game companies. Small studios are occasionally extremely profitable - e.g. Melbourne studio House House is made up of just four people and produced the hit “Untitled Goose Game” which sold over a million copies. GOVERNMENT SUPPORT Government support for the industry is inconsistent. Some states like NSW provide no financial support and other states like Victoria subsidise game development from funds previously reserved for film and television. PAGE 5
$77B ROLES THAT MAKE UP THE GAMING INDUSTRY As well as game developers and game designers, there are journalists, e-sports professionals, PR and Marketing people and streamers and Youtubers. 2014 INTERACTIVE SIZE OF THE AUSTRALIAN INDUSTRY GAMING INDUSTRY COMPARED INTERNATIONALLY VALUE $96B Australia’s video game development industry is small compared to the world’s largest industries, which, in order of size, are in the United States of America, Japan and Canada. GLOBAL VALUE OF INDUSTRY IGEA (Interactive Games & Entertainment Association - the peak industry association 2018 INTERACTIVE representing the voice of Australian and New Zealand companies in the computer and GAMING INDUSTRY video games industry) - cited an estimate that placed the global value of the interactive game industry in 2014 at approximately US$77 billion. According to IGEA, the same VALUE research forecasted that the value of the industry would grow to US$96 billion by 2018. The GDAA (Game Developers’ Association of Australia) estimates the annual growth rate for the industry as almost 10 per cent. PAGE 6
WHAT ARE THE KEY WORKFORCE ISSUES? WORKERS SHAM CONTRACTS LACK OF JOB UNDERPAID - NOT SECURITY Game developers who are not salaried PAID EVEN MINIMUM employees live contract to contract. Disparity in job security across game AWARD RATES Many freelancers and contractors have worker roles, with developers and artists no rights with one-sided unfair contracts. generally safe while quality assurance In Australia there are many more Many workers report accepting sham testers and event organisers are laid off workers with game design qualifications contracts. There is no conversion of as needed - need fairer hiring practices. or an interest in the industry than contractors to employees after a period there are jobs available, leading to of time - need to set hourly wage floors workers accepting poor conditions and - have national rates cards and agreed underpayment. One in five directly contract template accepted by industry employed workers are paid below Award and contractors to avoid race to the rates - need steady and fair wages. bottom. GRADUATE SUPPLY EXCESSIVE OVERTIME BURNOUT AND VS DEMAND - UP TO 100-HOUR OVERWORK - WEEKS “CHURN AND BURN” Competition for jobs after graduation with many graduates forced to work Excessive unpaid overtime is standard Many employers have a culture of as low-paid interns. Lack of jobs also in the industry to ship games on time. “crunch”, meaning extended periods of encourages graduates to seek jobs Workers forced to deliver content in long hours - studio managers must be overseas. unrealistic timeframes. forced to have realistic deadlines. ON THE SPOT NO PROTECTION FOR SACKINGS WORKERS WHEN STUDIOS FAIL Contractors with no unfair dismissal rights. The collapse of unsustainable studios with unpaid wages outstanding is not uncommon in the industry. PAGE 7
LACK OF GENDER DIVERSITY LACK OF BUSINESS MANAGEMENT SKILLS UNDER-REPRESENTATION Gaming startups need more than good game development The under-representation of women in gaming industry is skills - also need product development, marketing and general serious and unacceptable. According to the ABS, at the end business management skills. of June 2012 only 8.7 per cent of the digital game developer workforce was female (ABS, Film, television and digital games 2011–12, cat. 8679.0, June 2013). While women are around 50% of players, they are severely under-represented in games creation and design. SEXUAL HARASSMENT Some game studios have covered up sexual harassment and assault in the workplace. Emma Kinema in the USA helped to organize the May 2019 walkout at Riot Games over its handling of sex discrimination. GENDER-BASED VIOLENCE IN GAMING There are serious problems with gender-based violence in video-gaming. GENDER-BASED ONLINE HATE AND TROLLING Online trolling of women gamers/game developers/players is a major problem. PAGE 8
WHERE DOES PROFESSIONALS AUSTRALIA FIT IN? ABOUT PROFESSIONALS AUSTRALIA Professionals Australia (formerly the Association of Professional Engineers, Scientists and Managers, Australia) represents over 23,000 professionals from across the STEM professions including engineers, scientists, managers, veterinarians, surveyors, information technology professionals and pharmacists throughout Australia. Professionals Australia members are employed across all sectors of the Australian economy. This includes all tiers of government and in a diverse range of industries throughout the private and public sectors including Roads, Rail, Water, Electricity, Information Technology, Telecommunications, Consulting Services, Laboratories, Research, Surveying, Construction, Retail Pharmacy, Mining, Oil, Collieries and Manufacturing. Workers involved in game production can join Professionals Australia under our current rules. Workers are eligible to join Professionals Australia if they have a minimum 3-year IT degree or are employed or usually employed in a professional position which requires the exercise of professional skill, knowledge or expertise … as defined in the Australian Standard Classification of Occupations First Edition Major Groups 2 (2707-11 to 2707-25). GAME WORKERS UNITE Game Workers Unite’s aim is to build a unionised game industry - a single union for all developers, including programmers, artists, designers, and producers, with subgroups within the union representing disciplines. In Australia, where the industry is smaller, Game Workers Unite wants to include e-sports professionals and marketing staff as well. It is part of a global organisation aiming to unite gaming workers. Professionals Australia is committed to working with GWU to help unionise the video gaming industry. PAGE 9
IT Professionals Australia THE VIDEO GAMING INDUSTRY - addressing the challenges to create a fairer, more sustainable industry STREET ADDRESS 152 Miller Street, West Melbourne, Victoria, 3003, Australia POSTAL ADDRESS GPO Box 1272, Melbourne Victoria 3001, Australia TELEPHONE 1300 273 762 EMAIL itpa@professionalsaustralia.org.au WEB www.professionalsaustralia.org.au/information-technology
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