Kranch harm the industry and “burn” people

While CDPR employees are penny over patch for Cyberpunk 2077, it’s time to immerse yourself a little in the topic. In this small note, links to specific research and experiments will be given, as well as various views on the Kranch problem from people from the industry.

Processing are perceived as the norm

Someone even approves. Many, in fact, have never simply encountered protracted tremors. And those who have encountered are subject to cognitive distortions, which is why the post-facts begin to say that "without crane now".

Approval and adoption of tremors as a given comes from people from the industry. Fergus Urkhart (head of Obsidian Entertainment), believes that “does not need to rely on the treasures”, while justifying the processing of a creative entity.

The creation process is complicated. I doubt that Einstein threw everything after 40 hours a week, and I doubt that James Cameron is laid out for only 8 hours.

Warren Spector (founder Junction Point Studios) thinks that the treasures were the result of working with many unknown factors. According to him, the treasures will always exist while these unknown.

We work among unknown. We begin projects, as a rule, with the idea of ​​a high level and release date and expect others to embody these ideas in life. As we deepen into the process, we find that things that look good on paper do not work in practice. What worked in the prototype does not work at a fully textured and illuminated level.

According to the spector, to avoid crunches is possible only if you are working on a clone of another game or sequel.

Former Creative Director of 2K Marin Jordan Thomas and co -founder of Naughty Dog Jason Rubin agreed with this idea. They believe that the treasures have several positive points – they bring the team closer.

Naughty Dog still adheres to this pernicious practice and “successfully” continued it when working on The Last of US II. Problems in the development were at all levels. The worst of all for some Naughty Dog developers were the times when the decision at the highest level could lead to the abolition of their work, even if they did not know about it. The artist could work on something, not realizing that their scene was cut or converted. They might not know about it for many days or even weeks, which led to a job of wasting work – a demoralizing feeling aggravated by other stresses in production. Disagreements among managers also negatively influenced. It was still during the development of UNCHARTED 4, when Strely and Drakmann diverged in the views on whether there should be guards in the scene that needs to be held secretly, which led to three weeks of wasting 3 people.

When working on the Red Dead Redemption 2, Rockstar employees sometimes worked 100 hours a week. This became known from an interview with more than 70 employees. Although Rockstar allowed employees to talk with journalists (provided that they warned HR), almost all the people who interviewed, wished to remain anonymous. Some stated that they were afraid of retaliation for a frank story about their negative experience in Rockstar.

Markin Ivinsky, the head and co -founder of the CD Projekt Red, calls the treasures “the necessary evil”, adding that “the development of games is a hard work that can destroy your life”.

Derek Pacston, a gamemerator from Stardock, states that there is no sense in the treasures.

Kranch make games worse. Companies are hardly trying to promote a specific game, but in the long run, talented developers, artists, producers and designers burn and leave the industry.

A Plague Tale developers believe that without crane, provided that they are paid, and this does not violate the law. The main thing is that you do not need to do this in the early stages, t. To. with taps at the very beginning of the development, the team will simply burn out. Processing "good on the finish line" when "magic enters into business".

And someone not only does not receive compensation, but can also fly out into the street. So it was with the employees of the Sega Studios San Francisco, who were fired when the studio was closed a month before the Iron Man 2 release.

Creative Director of Arkane Studios (Prey, Dishonored) Harvi Smith, although he condemns Krange, believes that creating a video game is a hobby, akin to any creative lesson. According to him, like writing a novel, recording music or creating a film, the art process can be unpredictable;Creativity is difficult to plan.

I have mixed feelings about overtime work. I do not think that any company should ask people to sacrifice their lives or health in order to maximize the profit of shareholders or something like that, but when you really love your business ..

In his case, this happened while working on Deus ex. He worked 100 hours a week. And at first he even liked it, but after he hated it.

Rafael Kolantonio says that the treasures are very useful – they help to identify the best in people.

To do unusual things, incredible efforts are needed. It is very unlikely that someone will be able to create an amazing game without penny. I would be surprised by this.

Arkane, like many other studios, exists on the verge. Although they do not force the employees to crane, but in practice this is still happening.

Against the backdrop of the deafening success of Fortnite, the story of terrible processing in Epic Games surfaced. The studio needed to add content and rule the bugs as soon as possible. As a result, people worked 60-70 hours a week. The employees of the QA department complained that someone worked and more. But there was no way out, t. To. In case of refusal, they were simply fired. The managers called such contractors “bodies”, because they are easy to replace. The company representative confirmed the processing and said that the average overtime work of the contractor in EPIC is “less than five hours a week”.

Many remained on the weekend so as not to shift their work to others. The atmosphere of guilt and fear constantly reigned. People even processed at their own free will, because "if they did not do this, then the rest would look askance".

A 2015 survey conducted by the International Association of Game Developers (IGDA) showed that 62% of employees announced the presence of pennies in their studio. Of these, almost a third meant the treasures of 50-59 hourly work weeks;The other third talked about 60-69 hours;and a little less than a quarter admitted that they work for more than 70 hours a week.

Some managers obviously do not force employees to participate in treasures, but use other forms of pressure.

Many employers emotionally put pressure on their employees, ask to “make additional efforts”, “do it for the sake of the team”, etc. D, justifying an unhealthy violation of the balance between work and personal life.

Kate Edwards Executive Director IgDA from 2012 to 2017

Some companies have helped to unite the team and establish friendly ties. But in fact, this burns people, prevents them from continuing work in the industry and very negatively affects physical, mental and social health.

IGDA statistics confirm all this. The 2014 survey showed that the most common reason for the departure of developers from the video game industry was “low quality of life”.

People themselves do not mind belittle

Someone is "sick" with the project and by his own free will process. Often without even receiving any compensation for this. Someone manifests a complex of a martyr. A person specially drives himself. Such people do not understand themselves, focus on giving themselves to others. And when they do not receive return, they burn out.

There is a category of employees whose vigilance was strewn with abstract or incommensurable with the cost of compensation. According to reports, Witcher 3 developers received bonuses in the amount of several salaries. Someone will not even have enough for treatment, what can we say about employees who are simply burned out and neither physically nor emotionally can work.

Some games developers left the industry for years, for example, with people who worked on Fable. After 6-7 days of working weeks, 12+ hours, by the end of work on the project, people were simply devastated and turned into a zombie. Not just ignore the harm from this even despite the success of the game.

Clark Nordhauser, who received a job in one large studio in January 2014, working on a game from a series of famous franchise, on the first day received a hint of the producer that “it would be just wonderful if he lingers after work for a couple of hours”. As a result, this grew into work on weekends. In the end, he could not stand it and left the studio and the video game industry.

I was disappointed in AAA projects with all these processings that are not compensated for. Until some kind of union for games developers is created, I can not find a place in the industry.

Statistics show that many leave the game industry in search of something more stable, profitable and less stressful. Steve Holland, who once worked QA, admitted that he had parted with the dream of developing games after he had to work on games like “Civilization III” for 60 hours a week.

According to my observations, crane is not a one -time situation arising on the final mile. No, this is a prerequisite if you want to build a career in the video game industry.

Someone justifies the treasures due to distortion in the perception of the choice made, the trends retroactively attribute positive qualities to the subject or the action that the person has chosen. And here it does not even matter if a person himself made a choice or, say, his boss. The brain will distort this information in support of this choice. If a person chooses option A instead of option B, he probably ignores or downs the shortcomings of option A, strengthening or signing new negative shortcomings in the option B.

You can also add an irrational amplification here. It is explained by three elements. Firstly, the situation requires costly resources invested in the project. In our case this time. Then this leads to the time when the project does not live up to expectations. Finally, all these problems are forced by the person who makes decisions, make a choice, continue or not.

There are more harm from the keran than possible benefits

This is all, in fact, about productivity. The business is trying to maximize the exhaust at lower costs. Experiments on the topic have been carried out since the beginning of the 20th century. The well -known Henry Ford conducted a study lasting 13 years about the impact of the length of the working day on employees. These experiments in one form or another have been repeated many times over the past 100 years, including in the game development industry.

Longer periods of continuous work sharply reduce cognitive functions and increase the likelihood of a catastrophic error. In both the short and long -term perspective, reduction of sleep duration by only one hour can lead to a serious decrease in cognitive abilities.

Everything has already been invented before us

More than a century ago, Dr. Ernst Abbe conducted observations of working time and performance on Zeiss Optical Works in Yen, Germany. As the director of the plant, he reduced the working day from 9 to 8 hours and kept careful accounting for daily production for one worker before and after changing. His experiment confirmed the observations of the 19th century: moderate reduction in working time increased the total volume of production.

In the book "Economics of Fatigue and Unrest and the Efficiency of Labour in English and American Industry", Philip Sarzhant Florence summed up accumulated evidence of the 1920s:

A decrease from 12 to 10 hours leads to an increase in daily performance;Further reduction to 8 hours leads at least to maintain this value;Further reduction with an increase in hourly performance seems to reduce the total daily volume of production.

Productivity is not linear

What is the leadership trying to achieve, sending employees to death marches? To achieve maximum return, they want to produce (good) product as cheaper as possible. At the same time, it is advisable to minimize resources that increase the cost of finished products, if this is not extremely necessary.

Imagine a manager who does https://spinland.uk/ not understand the issue and reason in discrete units. Say, if an employee produces 16 units of products in 8 hours, he must produce 18 units in 9 hours and 20 units in 10 hours.

Where O – total production, X – a given volume of production for the control number of hours indicated Y, A t – Actual number of hours worked. In this hypothetical situation, an increase in time t – The easiest way to increase the exit O.

This assumption may be fair in a limited case when the hours of work are extended for a short period. But research and many years of experience in other industries have shown that the limits of such bursts are achieved earlier than most people think.

A more realistic presentation should take into account changes in hourly performance. These changes occur mainly due to 2 reasons: physical and mental fatigue, which occurs in the later hours of a long day, and accumulated physical and mental fatigue, which accumulates over a long period.

O = p (t1, t2, t3 … tn)

Where O – General release, and P () – Changes in hourly performance that occur during T1 – TN. In this equation P () is a function, not a constant. P () will vary depending on the employee. P () It will also vary depending on the hour, because people are not cars and do not perform the volume of work evenly during the day. Finally, P () will vary depending on the past business days, because people, for example, work worse if they have not slept.

Sidney J. Capen in Hours of Labour (1909) brought such a diagram.

The height of the curve P represents the performance of the worker (performance per unit of time with a given number of hours worked per day).

There is a point B, in which more hours do not create greater value. In fact, after B Each additional hour is given a negative value.

Capena diagram assumes that the working day of a given duration is maintained for a significant period of time. Thus, it includes in his model both simple and accumulated fatigue. At first, a decrease in performance per hour simply reflects the effect of fatigue both on the quantity and quality of work performed by the end of this day. But in the end, daily fatigue is aggravated by cumulative fatigue. That is, any additional products produced today during the extended hours will be more than compensated by a decrease in hourly performance tomorrow and in the following days.

Michael White in 1987, relying on comprehensive research in engineering, construction and printing sectors, found that a longer duration of work, as a rule, leads to a decrease in the long -term equilibrium level of release.

La Jeunesse in 1999 describes in detail a series of research in the United States, which provided evidence confirming that an increase in working hours leads to a long -term decrease in productivity.

Even for one extremely long day, production may stop, since the exhausted employee loses the ability to work. Or the result can become negative, since tired employees make catastrophic mistakes that destroy the previously completed work.

In fact, labor productivity is reduced over time. A worker that creates 10 widgets per hour at the beginning of the shift can produce only 6 per hour at the end of the shift, reaching a peak at 12 per hour a couple of hours after the start of the working day. It works slower over time and makes more mistakes. This combination of slowdown and errors eventually reaches a zero performance point when the creation of each widget takes a lot of time, and each subsequent deteriorates somehow deteriorates. When such a level of fatigue is achieved, the risk of serious emergency situations leading to large and expensive losses increases.

When developing Call of Juarez: The Cartel, Techland developers were full of enthusiasm, but due to fatigue made mistakes that later had to correct. People worked 7 days a week. After the cranches ended, the immune system of some simply turned off, and they immediately became ill.

From the point of view of mental workers, the programmer creates more good code and fewer errors when he had a good rest. We spend about an hour to enter the operating mode. The next few hours, as a rule, are the most productive. Later in the afternoon, when we are already starting to get tired, productivity falls – it takes more time to correct a simple error or add a simple function that we would process in a few minutes at the beginning of the day.

But the management sometimes does not care about employees, or they are simply incompetent. When developing Battle for Middle-Earth, developers forced to work 7 days a week. And if "you are not at the workplace at the weekend, then blame yourself – even if you get sick".

The study conducted by the Institute of Management (Worral and Cooper, 1999) showed that 68% of the managers surveyed believe that their long -term working day adversely affects their performance. Similarly, the US survey showed that 62% of the US managers agreed that a shorter working day gives employees a greater incentive to increase productivity (US News, 1997).

5-day with an 8-hour working day as a standard

At one time after the publication of EA_SPUSE in LiveJournal, conversations about the quality of life in Gamdev gained a new life and relevance. Thousands of people on the network took part in the discussion.

In response to that Work Less Institute of Technology, the article “Psychophysics in Cyberia” was referred to, where they referred to the research of Dr. Ernst Abbe.

Ernst Abbe, the head of one of the largest German factories, wrote many years ago that the reduction from nine to eight hours (more than 10 percent), does not entail a reduction in productivity. At the same time, with an increase in working hours, a decrease is observed. This statement of Abbe seems to remain true after millions of experiments around the world.

In Prosperity Covenant, Volker writes that the volume of production does not grow and does not fall directly in proportion to the number of hours worked. In 1848, the English parliament adopted a law on a ten -hour working day, and the total production volume per worker increased per day per day. In the 1890s, employers widely experimented with an eight-hour working day and repeatedly found that the total production volume of one worker increased.

In the first decades of the 20th century, Frederick at. Taylor, the founder of the scientific organization of labor and management, prescribed a reduction in working time and achieved a significant increase in performance per working.

In the 1920s, Henry Ford experimented with work schedules for several years and, finally, in 1926 he introduced a five-day 40-hour working week with payment for six days. For what? Because his experiments showed that workers in his factories can produce five days more than six days.

The increase in working hours in the long run only reduces performance

At 60+ hourly week a small increase is really noticeable. This works for several weeks, after which the expected decline is underway.

Intuitively, many believe that an employee producing 1 widget per hour for an 8-hour working day can create from 8 to 16 widgets during a 16-hour working day. This is the main logic behind the treasures. But labor productivity largely depends on the past days. From the brief report "Scheduled Overtime Effect on Construction Projects" published by Business Roundtable in 1980:

If the work schedule, consisting of 60 or more hours a week, lasts more than 2 months, the combined effect of decreased performance will cause delay in the date of completion of the project over the one that could be achieved with the same size of the team at 40-hour week.

Productivity falls when 60 hours a week compared with a 40-hour week. Initially, additional 20 hours a week compensate for the loss of performance, and the total production volume is really increasing. But the Business Roundtable study says that performance begins to fall very quickly when the 60-hour week. In about two months, the total loss of performance has decreased to such an extent that The project would really advance further if you just adhered to the 40-hour working week all the time.

In the same report, studies are quoted that show that total performance at an eight-hour working day is 16% or 20% higher than with a 9-hour working day.

Study of Marion Colllevet and Yana Zauermann in 2017 on the employees of the colcenter showed that as the number of hours increases, the average call processing time increases, which means that agents become less productive. This result indicates that fatigue can play an important role even when working with mainly incomplete employment.

An impressive analysis on Gamasutra showed that the crane in no way improves the final result of the gaming project and does not help the project to get out of a difficult situation.

Effect on the body

During the treasures, people do not get enough sleep, someone sleeps right at work. During these periods, a sea of ​​coffee and energy is absorbed, which themselves load the body in themselves, and here is also stress from processing and lack of sleep.

Brett Duville, who worked on Star Wars: Republic Commando and many other games in companies such as Bethesda and Lucasarts, said that after a long processing period at 70-80 hours, at some point could not even get out of the car, t. To. He had no strength at all. He spent almost an hour in the car, really not knowing what to do. At the same time, only the thought that every minute was precious until they were giving up the game turned into my head. Yes, the first thing he thought about in his position was the release of the upcoming game, and not a possible heart attack.

A good dream is the key to productive work

Colonel Gregory Belenky, Director of the Neuropsychiatry Department of the Army Research Institute named after Walter Reed, conducts research for the Pentagon to increase the productivity and combat readiness of soldiers in combat. In his 1997 article “Sleep, Sleep deprivation and human activity in continuous operations” he writes that mental work is reduced by 25% within 24 hours of continuous wakefulness. People deprived of sleep can remain accuracy when performing cognitive tasks, but the speed decreases as wakefulness increases.

In the study of the FDC group [Artillery Fire Management Center-ER] from the 82nd Airborne Division were tested during simulation continuous military operations lasting 36 hours. Within 36 hours, their ability to accurately determine the range, azimuth, height and charge were not broken. However, after about 24 hours they no longer understood where they were relatively friendly and enemy units. They could not understand what they were shooting at. Earlier in the simulation, when there was a request for a blow to the hospital, the team assessed the situation, the nature of the goal and rejected the request. Later in the simulation, they begin to shoot without hesitation, regardless of the nature of the goal.

Continuous work reduces cognitive functions by 25% every 24 hours. A few nights in a row have a serious cumulative effect.

The lack of sleep worsens complex cognitive abilities, including the ability to understand, adapt and plan in rapidly changing circumstances. Various studies of sleep deprivation show that mental operations involving a prefrontal crust are especially sensitive to degradation due to sleep deprivation. 36 hours of deprivation of sleep led to a sequential decrease in cognitive tests, including the fluency of words and non -verbal planning, both of which are tasks with a significant participation of the prefrontal cortex.

Their model, based on empirical results of laboratory and field research, suggests that to maintain high levels of performance for several days and weeks, 7-8 hours of sleep are needed every night. The consequence of lack of sleep is a decrease in mental abilities that support situational awareness and tactical grip.

Designer Clint Hawking, working 70-80 hours a week on Splinter Cell: Chaos Theory, wrote about the loss of memory as a result of stress and anxiety associated with the development of the game. As a result of stress and lack of sleep at some point, he realized that he had completely lost his memories of some events from the past. Even when his friend, who was visiting him 6 months before the conversation, tried to discuss his last visit, Hawking was not that he did not remember any individual episodes, he completely had no memories of that trip.

In the study of about 6,000 British civil servants, which was observed for about ten years, work from 3 or more hours on top of the day was associated with a 60% increased risk of heart disease, including heart attack, angina pectoris and death from cardiac diseases.

More likelihood of errors

During the treasures, the percentage of errors increases. Although most of them will be easy to fix, some can cost the entire result obtained in the process of processing. Longer hours and lack of sleep (only 1-2 hours less per night) seriously undermine the ability to use the brain productively.

It has long been known how closely the fatigue and accidents in production are interconnected. It can be traced everywhere that in the first hours of work, when fatigue does not play a significant role, the number of accidents is small, and this number decreases again after prolonged pauses.

Employees suffering from burnout, more often make spontaneous and irrational decisions. Analysis of the British Psychological Society showed that participants with signs of burnout showed more spontaneous and irrational decision -making. In addition, they are more likely to avoid decision making.

Moreover, according to a study by the British Medical Journal, employees who work for more than 48 hours a week will more likely abuse alcohol than those who work in a standard week.

In the study of the consequences of lack of sleep, researchers from the University of Pennsylvania found that the subjects who slept from 4 to 6 hours a day for 14 consecutive nights showed a significant deficiency of cognitive functions, which is equivalent to lack of sleep until 3 days in a row.

Interneum studies have shown that wakefulness for 21 hours causes drivers the same harm as the concentration of alcohol in the blood of 0.08, which is a permissible limit for drivers in the United States.

This report is the last in a series of research conducted by scientists from the Harvard Medical School and the Women’s Hospital in Boston, the purpose of which was a quantitative assessment of dangers associated with long changes in doctors with a small rest. Researchers argue that work for more than 24 hours forces interns to make serious medical errors and creates a threat to public security.

Lack of sleep leads to disasters

On the night of March 24, 1989, the giant oil tanker Exxon Valdez left Valdesa, Alaska, into the calm waters of Prince William Strait. In these most clear possible conditions, the ship made a planned turn from the shipping channel and did not turn on time. A huge tanker sat aground, causing a pouring of a million gallons of raw oil. In his final report, the National Safety Council on Transport (NTSB) found that lack of sleep was a direct cause of the accident. The immediate cause of the most serious oil spill in America was that the third assistant captain slept only 6 hours for the previous 48.

In the final report of the Rogers commission (the accident of the Challenger spacecraft) said that the decision on launch adopted during a critical television conference was erroneous. The section "Analysis of the human factor" suggests that the lack of sleep "could make a significant contribution".

Space Transportation System Number 6, Orbiter Challenger, Lifts Off From Pad 39A Carrying Astronauts.

Many studies note that lack of sleep affects the mental and physical characteristics of. Unlike complex mental abilities, lack of sleep does not affect simple psychomotor characteristics, physical strength and endurance. For example, a soldier can shoot an equally dense group for a fixed target after 90 hours without sleep, as after a good rest. However, when shooting at targets that appear in random places at the shooting range, efficiency falls by 10% of the basic level.

If it is interesting to know how it works at the physiological level, I recommend watching the video from Asapscience.

Recovery

Work more than 40 hours a week, regardless of breakdown, leads to the need to restore. And the recovery period is usually more than the penny period.

Some people claim that during the treasures they really have grown productivity, that they have time to do more. But this is only an imaginary feeling, which for the most part has nothing to do with the real picture. Growth productivity lasts only the first time, after which it falls, but at the same time the feeling that a person does more, the usual one does not go anywhere.

In the midst of a crane, you can work hard (see. also a misconception about irrevocable costs). And then try to convince yourself that this was the right decision. At the end of Indie Game the Movie, discussing the last year in depression and isolation, Edmund Macmilllen, watching the rapid growth of Super Meat Boy sales, says “it was worth it”.

Huge courage is required to admit that it is likely that you made a mistake that cost you hundreds or thousands of hours without any benefit. Instead, especially after emotional shocks from the launch of the game, it is much easier to believe that all these torment made sense.

The actual productivity is much lower than the imaginary, which levens the entire process of processing.

The reason for this is that even if they do more real work, when people work for more than 35 hours a week, they are expensive in performance. This is because there are too many hours:

It costs you because of the wrong decisions at a higher level that you make (that is, what you decide to work on first of all).

You are dear to you because of the opportunities that you miss due to the fact that you are too focused on your work and too tense.

Productivity is not just the work you do;This is the work that you do, minus time and energy that you spend on removing the consequences of your mistakes and incorrect solutions. Studies have shown that after you work for more than 35 hours a week, especially when you are engaged in creativity, you usually do more harm than benefits.

Ford, after the announcement of the 5-day working week, gave an interview, where he told in more detail why it was at that moment that the most favorable time was for these changes. He reflected on everything globally in the framework of the economy of the whole country.

Business is the exchange of goods. Goods are bought only as necessary. Needs are satisfied only when they are felt. Basically, they make themselves felt at leisure hours. A person working for 15-16 hours a day, as a result, only wishes a corner for sleeping and a piece of bread. He does not have time to develop new needs.

People with a five -day working week will consume more goods.

People who have more free time have more clothes. They should have a greater variety of food. Naturally, they should have more services of various kinds.

As a result, he notes that a five-day week is not a final decision, like an 8-hour working day. Ford suggested that the next step would be in the direction of reducing the working day, not weeks.

Less hours – better?

Changes or differences in working hours do not entail the same changes or differences in labor efficiency, because people, as a rule, work with greater efficiency in shorter hours.

Denyson (1962) suggested that at the level of working hours in 1929 (when working hours a week was 49 hours on average in 52 weeks), the reduction in the number of hours would be fully compensated for an increase that would leave the volume of production unchanged. In 1957 (when the working week was an average of 40 hours), Denison noted that a reduction in working time by ten percent will lead to a reduction in production by only six percent.

La Jeunesse (1999) claims that shorter working weeks lead to increased performance based on the theory of effective wage (Akerlof and Yellen, 1986), which claims that there are good reasons for which higher wages can lead to greater performance. This is due to the fact that higher wages leads to a greater motivation of employees, reduces the staff turnover (if the offered wages are higher than that of competitors), attracts better and highly qualified candidates. Reducing staff turnover, in turn, leads to a decrease in training costs. Evidence confirming this theory is provided by Ford Motor Co. In 1914, which achieved increased performance due to a significant increase in wages and reducing working hours.

La Jeunesse (1999) suggests that a shorter working week will similarly lead to an increase in performance. Working less, employees have more time to improve their health, invest in their training, they are more resting and vigilant during working hours and, therefore, make less mistakes.

In 2017, a 23-month experiment was conducted in Sweden, in which 68 nurses in two groups participated: one worked during the usual 40-hour working week, and the other-30-hour. The goal was to determine what influence (if there is one) less hours could have on the performance of employees and the quality of work. Like all studies, it has its critical remarks, but the results, nevertheless, can be used to inform about the well -being of employees and the practice of interaction around the world.

Researchers who followed the nurses noticed that they worked more efficiently, having two hours less in their daily schedule. They became more experienced in managing time and were even able to spend more time with their patients.

The nurses also often did everything possible to ensure exceptional care. One researcher noted that “they had more time to sit down and listen, read the book, look with them a newspaper or console those who do not feel very well”. This increased standard of care is extremely useful for patients, especially the elderly and suffering from mental illness.

The reduction in the working day not only gave the best results for patients, but also contributed to the improvement of employees’ health. It was found that nurses, who worked six hours a day, used 4.7% less hospital and were absent less often than their colleagues, who worked eight hours a day. On the contrary, nurses operating according to eight -hour graphics increased the use of the days of the disease by more than 60% during the study.

The stress level was also significantly reduced during the test, which contributed to improving mood and energy among staff.

It is important to note that fewer hours of work did not affect the salary of nurses. Although this has made an experiment more expensive in the short term, supporters argue that the reduction in working hours will actually reduce the costs in the long term due to a significant improvement in the health of employees, performance and quality of work.

The study came to the conclusions: nurses working within six hours were generally more active, less patients, less susceptible to stress and less sick in the back and neck than nurses working on eight -hour shifts.

In New Zealand, a company that tried a four -day working week claims that people were more creative, punctual and more energetic.

Two months 240 employees of Perpetual Guardian worked 4 days a week (32 hours instead of 40) and received a salary for five.

Jarrod Haar, a professor of personnel department of the Odland Technological University, said that employees reported to improve the balance between work and personal life.

What to do?

Of the actual good examples, you can recall Supergiant Games, which not so long ago released Hades. There are no pennies in the company and there is even forced holidays. The secret of the studio in the aggregate of personalities in the team. Many studios have problems with burnout, dismissal or other no less detrimental factors. Supergiant – no. After 10 years, all 7 people have been working in the company since Bastion, along with 10 new employees who were hired during other projects. Greg Kasavin, the studio game designer, explains this to conscious attention to health and personal growth.

Chad Grier, Apex Legends Gamder, opposes the penny and says that Respawn refuses to force the team to deliver content faster. Responding to Redite Grier noted that they are against the tremors. To have time to add content to the game, they expanded the team 2 times with the launch of the game. True, before that in the summer an anonymous employee complained about the crane in the company. At that time, Grier explained this by quarantine and the difficulty of working on the remote.

Morgan Jaffit, creative director of Defiant Development, which developed Hand of Fate, says that there are no pennies in the company at all. Studio leadership believes that it is counterproductive to force employees to process.

Employees are not our property. We ask them to work no more than 8 hours. It seems to me that if something is not going according to plan, then the leadership should be sacrificed, not ordinary employees. Because it is precisely it is to blame for the problems that arise during the development.

The reasons for the treasures, as a rule, are always the same. Derek Passton explains that, in general, the game industry devotes little control. Many producers either do not have the experience necessary for the implementation of these large and incredibly complex projects, or the company does not allow them to complete their work. Producers become communicators and assistants, not team managers, and in some companies they are considered subordinate to gamemeracies (because “the game is in the first place!").

He notes 4 key forces from outside, causing trees:

And instead of discussing problems with the publisher/investors, many studios prefer to remain silent and impose on the Kranch team, t. To. Otherwise, they could completely lose a contract.

The industry must admit that the treasures are harmful. It is necessary to stop taking them for granted and justify them. It is important to maintain the right culture within the company.

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