Did WFH Hurt the Video Game Industry?
Por um escritor misterioso
Descrição
The video game industry was better prepared than most to make the switch to remote work. Even so, researchers found that companies that went remote during the pandemic suffered more delays than those that managed to keep working in offices. Why? Weak ties — or casual relationships — suffered in the pandemic. Looking at data on white-collar workers’ communications, strong ties got stronger and weak one frayed. That, in turn, led to communication breakdowns that made hitting big deadlines or continuing to innovate harder, even as workers were individually productive. In short, this was an institutional failure. So what should companies do? Turning back the clock isn’t an option — companies need to find ways to encourage weak ties while accepting that office culture has fundamentally changed. They should: 1) accept that a one-size-fits-all strategy for remote probably won’t work; 2) consider creating a team to help encourage weak ties and otherwise pursue strategies to help build relationships across the company, 3) acknowledge that worker expectations have changed and try to find a balance between flexibility and face time, and 4) stay nimble and keep evaluating their approach as time goes on.
The race for video game innovation
NPET K10 Wired Gaming Keyboard, LED Backlit, Spill-Resistant Design, Multimedia Keys, Quiet Silent USB Membrane Keyboard for Desktop, Computer, PC (Black) : Video Games
The Digital-Piracy Dilemma
What's wrong with the games industry, and how to fix it
Video game workers crushed by excessive hours, low pay, reveals global survey of digital entertainment industry
How to Work From Home: 24 Tips From People Who Do It Successfully
The Tech Headaches of Working From Home and How to Remedy Them - The New York Times
Is Remote Working Sustainable in the Video Game Industry?, Haptic Recruit
Gaming boomed in lockdown and market value will reach $320bn
What's wrong with the games industry, and how to fix it