[game_edu] Qol, "crunch" and Education
Jose P. Zagal
jzagal at cdm.depaul.edu
Fri Feb 4 11:13:59 EST 2011
> I have a question for you, Jose, about the 40 hour work week and Ford.
> The processes there were for efficiency of assembly line workers. Fewer
> errors when workers aren't over tired. I can see the parallel between
> being more efficient when you have a good nights sleep (GGJ aftermath
> still fresh in my mind.).
>
> But with relatives that work in film production, I know that there are
> exceptionally long hours there and some 'crunch' to get things done on
> time. The main distinction I see is that those fields are unionized and
> there is a financial penalty in terms of overtime for poor management.
>
> Sometimes creative work necessitates long hours. But the difference here
> is that creative professionals in game development are not compensated
> at the point where those hours are incurred in the development process.
There's a difference between occasional long hours and crunch as it is
used in the game industry. In a nutshell, here's what we know (and this
started with 12 years of research at Ford, but has continued in various
other industries):
1. Overtime results in productivity gains, these gains are the highest
in the first week and then rapidly decrease over the following weeks.
2. You need a recovery period following overtime to get back to
"original" productivity. (in other words, you may get a productivity
boost for 2 weeks, but you'll have to "pay" for that later on, in terms
of productivity).
And...in the creative industries, the numbers are actually lower.
Performance begins to decline after 35 hours a week, not 40.
So, yes, overtime can be used to achieve short-term goals (e.g. work a
week of overtime to get that presentation ready for E3) but it must be
followed by reduced time (work 30 hours a week the week after) if you
want to maintain productivity.
The MAIN problem when we look at educational settings is that students
have a much harder time seeing (and experiencing) the loss in
productivity that results from sustained overtime. Pulling an
all-nighter for that one project might work (productivity boost) because
you'll rest for two entire days after that project is turned in...and
then you're ready for another all-nighter for the next project... As
far as I know there's no school out there in which students are working
overtime throughout the entire quarter/semester...
--
José P. Zagal
Assistant Professor
College of Computing and Digital Media
DePaul University
http://www.ludoliteracy.com/
http://facsrv.cs.depaul.edu/~jzagal
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