Train2Game News 2015 Developer Satisfaction Survey

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Crunch time continues to be prevalent in the game industry, with 62 percent of game developers reporting their job involves it.

Of those experiencing crunch, nearly half are working more than 60 hours per week, with 17 percent working more than 70 hours, according to the 2015 Developer Satisfaction Survey (DSS) by the International Game Developers Association (IGDA).

During these periods of crunch time, 37 percent of employee respondents reported their employers do not or are unable to offer any additional reward to their employees for working overtime. Of those who are offered some form of compensation, 28 percent say they are given various perks such as meals, 18 percent are given time off and 12 percent get a combination of the two.

Poor working conditions were reported as the second leading factor contributing towards society’s negative perception of the game industry, with 55 percent of respondents selecting it among a list of provided factors. Sexism among gamers was the primary factor with 57 percent of respondents selecting it, and sexism in games rounded out the top three with 52 percent of respondents.

Other crucial points of the DSS include:

Salaries of Employees and Freelancers

·         67 percent of employees make more than $50,000 per year, with the most common salary[RB1] [ms2]  falling somewhere between $50,000 and $75,000.

·         Those numbers are dramatically different for freelance game developers, with a majority of 37 percent making less than $15,000 per year. Only 24 percent of freelancer respondents reported making more than $50,000 per year.. Only 12 percent indicated that they make $30,000 – $40,000

·         Almost half (49 percent) of self-employed game developers reported that their annual income from game-related work was less than $15,000 USD.

·Forty-five percent [RB3] of self-employed respondents [ms4] always forgo a salary or wage in order for their company to have what it needs.

Industry Mobility

·         The 2015 DSS found that employees switched employers 2.7 times on average 2.7 times during the past five years, compared to 3.75 times in the 2014 survey.

·         Freelancers and contractors, who have had an average of 4.6 employers duringof the past five years.
Distribution Method of Games

·         While Apple iOS[ms5] , [RB6] [ms7] Google Play and Steam are the overall distribution platform of choice among the different population of respondents, the top 7 overall platforms vary substantially among employees, the self-employed, and freelancers.

·         For employees, the top 3 distribution methods are Google Play, Steam, and Retail Chains; for self-employed respondents, they are Apple, their own personal website, and Steam; and for Freelancers, they are Steam, Google Play, and their own personal website.
Game Genres

·         Among all three types of respondents – employed, self-employed and freelancers – action game is the most developed genre[RB8] , with 52 percent of employed respondents, 51 percent of self-employed and 49 percent of freelancers indicating that it best describes the broad genre of the games they make.
[ms9]

·Role playing and casual games were tied for the second most developed genre by employees at 36 percent each.

·For self-employed developers, the second most developed genre was casual games (44 percent,) followed by strategy games (36 percent)

·Freelancers indicated that casual (47 percent) and role playing games (38 percent) were the second and third most developed genres.[RB10] [ms11]

The results of the survey provides the IGDA with a better understanding of its members’ priorities and critical issues affecting their overall satisfaction, thus helping prioritize the association’s advocacy efforts and initiatives, according to Kate Edwards, executive director.

The IGDA 2015 DSS Survey was conducted and analyzed by: Johanna Weststar, assistant professor, DAN Program in Management and Organizational Studies, Western University; and Marie-Josée Legault, professor, École des sciences de l’administration, TÉLUQ; with assistance and guidance from Kate Edwards, executive director, International Game Developers Association.

Train2Game News Survey shows rise in females in Games Industry

IGDAThe percentage of women in the game development workforce has nearly doubled since 2009 according to a survey of more than 2,200 developers in the industry by the International Game Developers Association (IGDA).

The survey also showed that workers change jobs frequently, but most love their jobs and are in a career that is their passion – but crunch time and the desire to have more work/life balance still exists.

IDGA’s 2014 Developer Satisfaction Survey is the evolution of the association’s previous Quality of Life and Diversity surveys, aimed at better understanding the game industry from the perspective of the individual developer. The IGDA survey was a joint project with its research partners, M2 Research and the University of Western Ontario, which oversaw, the organization’s Quality of Life surveys in 2004 and 2009.

The IGDA plans to use the results to better understand its members’ priorities and the most critical issues affecting their overall satisfaction, and in turn use that information to help prioritize the association’s advocacy efforts and initiatives, according to Kate Edwards, executive director.

The IGDA will be releasing the Summary Report of its Developer Satisfaction Survey in July and following up in subsequent months with more in-depth, thematic reports on developer response to topics like Diversity, Quality of Life and Employment Practices.

Here are some of the key findings:

Demographics
·         Men still dominate the industry: 76% of respondents identified as male; 22% identified as female.  The other 2% listed themselves as male-to-female transgender, male-to female transgender or “other.”   This represents a significant change from 2009, when women made up 11.5% of the industry. (The prior IGDA survey tracked only male and female gender identification)
·         Nearly 50% of all members of the developer work force earn less than $50,000 annually.   34% earn between $50 and $100,000. At the other end of the spectrum, 19% earn more than $100,000.

Employment Experience

·         The average survey respondent has worked in the game industry for nine years; has worked on 16 distinct projects and had an average of four employers in the last five years.
·         The primary reason for working in the industry is “to earn a living doing what I enjoy” (41%) and 61% plan to work indefinitely in the field. That said, the top reason for wanting to leave the industry is “I want a better quality of life.” (39%)

Work/Life Issues

·         Similar to the findings in the 2009 survey, respondents say they feel they need to work more hours than are specifically required or expected.  53% responded either “disagree” or “strongly disagree” to the notion that crunch is a necessary part of game development.
·         While crunch exists, 37% of respondents indicated that they receive no compensation for that extra time.