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GDC-2019年游戏行业调查(英文)-2019.2-24页.pdf

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State of the Game Industry 20191STATE OF THE GAMEINDUSTRY 2019Presented by:The Game Developers Conference has surveyed nearly 4,000 game developers as part of the seventh annual State of the Industry Survey, which provides a snapshot of the game industry and highlights industry trends ahead of GDC 2019 in March. Significant trends revealed by the survey results include that nearly half of game makers support unionization in the game industry, a majority think Steam no longer earns its slice of devs’ revenues, and roughly half work over 40 hours a week on games.The full report also offers intriguing insight into how game industry professionals feel about the Switch and other consoles, the state of AR/VR, and the ever-present challenge of getting your game in front of the people who will enjoy it most.The 2019 State of the Industry Survey is the seventh in an ongoing series of yearly reports that offer insight into the shape of the industry as a prelude to GDC in San Francisco. Organized by Informa Tech, GDC 2019 will take place this year March 18th through the 22nd at the Moscone Convention Center in San Francisco, California.每日免费阅读行业报告1、每日星球内分享10+精品报告;2、不定时分享国际投行报告,脱水研报等;3、行业报告均为公开内容,版权归原作者所有,星球仅分享内部学习。扫描右侧二维码即刻加入【行业报告(免费) 】星球(此页只为更多需要行业报告的朋友提供便利,希望不会影响您的阅读,谢谢理解!)State of the Game Industry 20192Nearly half of game makers work over 40 hours a week on gamesSince there’s been so much public discussion about labor conditions in the game industry, we thought it was a good idea to ask respondents to tell us what their average hours worked in a week and maximum hours worked in a week were over the past twelve months.Nearly half of respondents (44 percent) say they spend more than 40 hours a week, on average, working on games. The most common workweek proved to be 36-40 hours per week, with 24 percent of respondents saying that was their average. 21 percent of respondents said they worked on games 41-45 hours per week on average and 17 percent said they averaged 0-20 hours per week on games.Notably, 3 percent of respondents said they average over 60 hours of work per week on games, and 5 percent said they average 51-60 hours.When it came to talking about their maximum overtime, the largest share of respondents (19 percent) said 46-50 hours was the most they’d worked on games in a single week during the past twelve months. 18 percent said 51-60 hours was the most they’d worked on games in a single week (though note this answer encompasses 10 years, rather than 5, and will thus attract more responses), and 11 percent said 41-45 hours. However, we saw that at least some respondents claimed to have worked as much as a hundred-hour week in the past twelve months. 2 percent said they’d worked at least 91-100 hours in one week, 1 percent said they’d hit 101-110, and another 1 percent (or almost 40 people) said they’d worked more than 110 hours in a week on games within the past year.“Self-pressure” was the most common reason game makers gave for working overtimeWe also gave respondents the option of telling us the reason(s) why they thought they’d worked those maximums, and what their general studio size (small, medium, large) was when it happened. Respondents could choose multiple reasons and the most popular answer, given by 69 percent of respondents, was that it was at least partially self-pressure -- personally putting in extra work because the respondents felt they wanted or needed to. More than half of those who gave this answer worked at small outfits of 10 people or less, while a third worked at a studio of more than 30 people.The second most popular response, given by 59 percent of respondents, was that they don’t feel the number of hours worked to be excessive. Here again, more than half of those who said this worked alone or in small groups, while a third worked on large teams.The third most popular proved to be management pressure, with 26 percent of respondents saying they’d crunched because it was made clear by someone above them that they needed to work those hours. A disproportionately large number of them (39 percent) said they work at large companies of 30+ people, while 42 percent said they work at small companies of ten or less.State of the Game Industry 20193We observe a similar pattern if we zoom in on the data and only look at the responses of one subset of respondents. If we look at just the responses from those who say they work at small studios (10 people or less), we again see the most popular answer is "self-pressure", followed by "I don't consider the hours excessive," though "I don't know, I just did" beat out "management pressure" to take third place. We also note that while “I don’t know, I just did” was a relatively uncommon answer to this question (given by just 20 percent of respondents), the folks that did give it were disproportionately indie, with 65 percent of those who gave this answer identifying as working at a studio of 10 people or less.Steam is the storefront to beat on PC, but...

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GDC-2019年游戏行业调查(英文)-2019.2-24页.pdf

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