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Game Workers Unite

Part of a poster for Game Workers Unite publicity.


893315
research-article2019
NLFXXX10.1177/1095796019893315New Labor ForumWoodcock

New Labor Forum

Organizing in the Game Industry:


1­–7
Copyright © 2019, The Murphy Institute,
CUNY School of Labor and Urban Studies
The Story of Game Workers Article reuse guidelines:
sagepub.com/journals-permissions
Unite U.K. DOI: 10.1177/1095796019893315
https://doi.org/10.1177/1095796019893315
journals.sagepub.com/home/nlf

Jamie Woodcock1

Keywords
videogames, trade unions, unorganized workers, worker organizing, digital economy

The videogames industry is often talked about Agreements (NDAs) that workers sign so com-
as a “new” or “young” industry. Compared to panies can control information ahead of game
many existing industries it is, of course, com- launches.
paratively new. However, the first videogame—
the Nimatron—was made in 1940 and briefly . . . [M]any countries have
featured at the World’s Fair. Programmers attempted to create favorable
working for the military were hacking games
onto computers in the 1950s; Spacewar!, made
environments for videogame
by Massachusetts Institute of Technology manufacturers, including . . . tax
(MIT) student Steve Russell, was being distrib- breaks, specialized visa rules, and
uted across a predecessor of the internet in the funding for independent studios.
1960s, and arcade games were being launched
by companies like Atari in the 1970s. Even if The videogames industry has become the
the latter date is the point from which video- subject of much attention from both capital and
games were really commercialized, the earlier governments, particularly as a sector that is
examples demonstrate that the industry origi- growing year-on-year, unlike many others that
nated almost half a century ago. Following a have declined since the 2008 financial crisis. As
brief overview of the videogames industry, this a result, many countries have attempted to create
article focuses on workplace issues that have favorable environments for videogame manu-
spurred organizing efforts among some work- facturers, including offering tax breaks, special-
ers in the industry. ized visa rules, and funding for independent
In 2018, the global videogames market value studios. Rockstar, for example, was able to take
was $134.9 billion, an increase of +10 percent advantage of significant tax breaks in the United
from the previous year. One of the big game Kingdom for its Edinburgh-based Rockstar
releases in 2018, Red Dead Redemption II, North studio. It received £42 million in tax cred-
made $725 million in sales revenue in the first its, while paying no corporation tax between
three days after its launch.1 Rockstar, the com- 2009 and 2018, with an estimated operating
pany behind that game, also made Grand Theft profit of £4 billion between 2013 and 2019.3
Auto 5, which has sold 110 million copies and As documented in Marx at the Arcade,4 the
made over $6 billion in revenue.2 Videogames videogames industry represents many larger
are clearly now a mainstream cultural phenom- trends that are taking place in contemporary
enon, making huge profits. Nevertheless, the capitalism across different countries. This
processes of production remain relatively hid-
1
den. In part, this is due to the global scope of University of Oxford, UK
production, taking place across many sites. Corresponding Author:
There is also widespread use of Non-Disclosure Jamie Woodcock, jamie.woodcock@googlemail.com
2 New Labor Forum 00(0)

includes shifts in production across national highly precarious. For these studio workers, the
borders, divisions between digital and material two main concerns are “crunch” and diversity,
work, and the blurring of boundaries between particularly relating to sexism.9 Crunch is the
work and play. process of overwork that often accompanies the
A global North-South divide in the nature of later stages of videogame development cycles.
production—a trend that cuts across industrial Much like Hollywood blockbusters, video-
sectors—is a primary characteristic of the vid- games have tight release schedules tied to
eogames industry. Behind the screen, video- expensive and time-sensitive marketing plans.
games rely upon what can be called the Workers are often expected to work unpaid
“immaterial labor” of workers in the Global overtime as the release date approaches, ensur-
North—that is work that relies upon creative ing that a game is ready to launch. While this
and mental, rather than manual, labor.5 In could be blamed on mismanagement, given
development studios, this involves the work of how hard it is for managers to predict how long
programmers, designers, artists, sound engi- software development will take, the widespread
neers, and others to make the games. It also incidents of crunch demonstrate that many
involves the low-paid quality assurance (QA) managers are likely budgeting the additional
testers, community managers, and marketers to hours of crunch into the development cycle.
ensure a polished game that gets to consumers.6
All of this “immaterial work,” however, relies
Overcoming the Challenges
upon material labor, predominantly in the fac-
tories of the Global South, that produce the of Organizing
hardware as well as the logistics chains to ship When I first wrote about unions in the game
products across the world. This material labor industry, I noted that both institutional sexism
also provides the infrastructural work that the and crunch “could be converted into organisa-
internet relies upon, including the laying and ble demands in a workplace, yet the lack of tra-
maintenance of fiber optic cables. ditions and rejection of collective organisation
were significant obstacles to doing this.”10
A global North-South divide in Moreover, the establishment trade union move-
ment had shown little or no interest in organiz-
the nature of production . . . is ing videogame workers, whose profile did not
a primary characteristic of the match that of traditional union members. These
videogames industry. workers are predominantly young, likely to
have no history of trade unionism, and are
Within the games industry, there are long- engaged in (and often passionate about) the
running workplace issues. Here, I focus on the production of a cultural activity that many
work of videogame studios in the Global existing trade unionists may struggle to relate
North—specifically in the United Kingdom— to.
where the digital game is made, the typical By 2018, however, workers in the industry
video-game worker in the Global North would began taking things into their own hands,
be a white, straight, non-disabled man, around embarking on a wave of organizing. As in other
the age of thirty five according to a recent sur- “new” industries, game workers experimented
vey.7 In the United Kingdom, 80 percent were with ways to shape their own work and came
under twenty five, with only 4.7 percent identi- into conflict with managers.
fying as Black and Minority Ethnic (BAME) Before exploring this wave of organizing,
and 14 percent identifying as women.8 For however, it is important to stress that, while it
some game workers, including programmers, represents a watershed moment, there is a long
salaries and benefits are comparatively good— history of resistance in the videogames indus-
particularly when compared to far-lower wages try. Failure to note this would give the false
in the Global South. However, roles like quality impression that these workplaces were placid,
and assurance testing are often poorly paid and without workers resisting in different ways.
Woodcock 3

The early videogames, including Spacewar! the late political economist Harry Braverman
and others, were often acts of resistance them- has argued, resistance at work can exist as a
selves. Military workers made the games while “subterranean stream” particularly within con-
they should have been programming missile ditions like overwork and increased division of
trajectories and other logistical tools for the labor found within large videogames studios.
military. This form of creative workplace resis- As Braverman pointed out, resistance can make
tance tied in with the early hacker cultures that “its way to the surface when employment con-
provided the basis for the videogames indus- ditions permit, or when the capitalist drive for a
try.11 There have also been strikes in parts of the greater intensity of labor oversteps the bounds
videogames industry in the past. For example, of physical and mental capacity.”12
in 2016, voice actors went on strike in the
United States. They were represented by the What started with a small
SAG-AFTRA union and took strike action at Facebook group became a bigger
eleven major videogame companies. Similarly,
in France, there was a strike at Eugen Systems,
one on Twitter, which then became
supported by Le Syndicat des Travailleurs et an even bigger movement across
Travailleuses du Jeu Vidéo (STJV, the Videogame multiple channels . . . and suddenly
Workers Union). a direct action was in place.

. . . [T]here is a long history of Resistance broke the surface at The Game


resistance in the videogames Developers Conference (GDC) in San
Francisco, in March 2018. At this industry con-
industry . . . Military workers ference, the International Game Developers
made the games while they should Association (IGDA) proposed a roundtable dis-
have been programming missile cussion on “Union Now? Pros, Cons, and
trajectories . . . Consequences of Unionization for Game
Devs.” It was to be chaired by the executive
There are no doubt countless stories of indi- director of the IGDA, which, despite its name,
vidual resistance from workers in the industry is a group that is hostile to any kind of worker
or of nascent attempts to bring people together organizing in the industry. In response to
that did not quite make it. There are many chal- IGDA’s proposal, a group of videogame work-
lenges to organizing in the videogames indus- ers started planning an intervention. What
try, and they are not necessarily unique to that started with a “small Facebook group became a
sector. As in the tech industry, for example, bigger one on Twitter, which then became an
there are few links with existing union organi- even bigger movement across multiple chan-
zations and no traditions of organizing in the nels . . . and suddenly a direct action was in
industry. And, as in so many industries with place.”13 The IGDA roundtable became a con-
creative or intellectual workers, companies try frontation between pro- and anti-union voices.
to mobilize the passion their employees have An attempt to shut down the discussion about
for their work, convincing them that their job is unions—led by the IGDA—had the opposite
not a typical job but a highly desirable one, effect. Suddenly, a network emerged. It had a
given the surplus of people wanting to work in name—Game Workers Unite (GWU)—and a
the industry. There are similarities across the logo—a raised fist holding a game controller—
media industries, as well as in universities, and also plenty of publicity. News of GWU
which have seen waves of graduate student traveled quickly through the social media net-
organizing in recent years. An elite vision of the work of videogame workers. It spread like a
videogames industry became more pronounced global social movement, including videogame
after universities began cashing in by offering workers who had been sent to the conference
specialized videogames production courses, from companies across the world. GDC dele-
often with the promise of a career route. But, as gates (both those who had witnessed the
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roundtable and those who had just heard about I supported Delcan in organizing the first meet-
it) went back to their respective cities and coun- ing in Manchester, which had five people
tries, sowing the seeds of unionization. A zine attend. From this, a U.K. website and a social
designed for the GDC spelled out the objectives media platform was established, along with a
of GWU: Discord server (an instant message and voice
communication platform popular in the video-
Game Workers Unite is a broad-reaching games community). As news of GDC spread,
organization that seeks to connect pro- so did interest in the union. We organized more
union activists, exploited workers, and meetings in London which grew in size. While
allies across borders and across ideologies these started as organizing meetings, they
in the name of building a unionized game tended to focus on establishing common ground
industry. We are building pro-union on what being in a trade union would involve,
solidarity across disciplines, classes, and as well as legal rights in the workplace. At first,
countries. The organization is run many workers would not say their names or
exclusively by workers (non-employers), where they worked, preferring instead to test
but we actively encourage employers, the waters anonymously. These early meetings
academics, and others to engage in the were part of a process of collectively working
community and help support the through what trade unionism would mean in the
organization’s direct-action efforts both videogames industry in the United Kingdom,
materially and through their visibility.14 with help from organizers like myself.
These meetings established the basic princi-
ples of organizing, including that any organiza-
The Birth of a New Trade Union tion should be democratic, participatory, and
I had heard about the events at GDC through a led by workers. In the U.K. context, this left
friend involved in the industry, who suggested three options for formally unionizing: first,
that I reach out to the workers involved. My joining a mainstream trade union affiliated with
intention was to provide material support to the Trades Union Congress (TUC); second,
workers in the United Kingdom, following the joining an independent union; or third, forming
method of workers’ inquiry.15 This method a new trade union by registering with the certi-
involves a process of co-research between aca- fication officer. The first option was briefly
demics and workers that is directly connected to explored, with one mainstream trade union
organizing, as well as to the production of knowl- attempting to recruit the videogame workers.
edge. In my case, it meant providing resources However, this effort failed, as the union official
and advice to the workers who were starting to told the workers they would lose their GWU
organize, as well as conducting interviews and branding (which made them feel like they were
encouraging workers to write and talk about their cutting themselves off from a growing global
own experiences. (I am therefore writing here network). The union then proceeded to pressure
both as an academic and organizer.) sell them—if they did not make a decision rap-
I was quickly introduced to Declan, the first idly, they would have to pay a higher union
videogame worker in the United Kingdom to dues. The third option—starting a new union—
start organizing. In an interview, Declan was deemed to be too much of an administra-
explained, tive burden, particularly for a group of workers
who had only recently started learning what
I think someone finally just took the trade unionism involved.
initiative. As soon as someone did, The GWU branch in the United Kingdom
everyone jumped on it, because I think therefore entered into discussions with the
everyone who is involved right now has Independent Workers Union of Great Britain
just been expecting some people to start (IWGB). This union started as a breakaway
it, and then they can jump on it, I know I from the mainstream public-sector union
was. It reached that critical point.16 Unison, organizing mainly Spanish-speaking
Woodcock 5

Latin American cleaners in universities. The power in new ways. The GWU network was
union now organizes a range of precarious established in a different way than that of main-
workers, including security guards, bicycle stream trade union organizing. It started outside
couriers, foster-care workers, electricians, Uber of the workplace, albeit at a work-related con-
and other app-based transport workers, and ference. This provided the opportunity to build a
workers at Deliveroo (a food platform). Unlike network outside of the control of managers in
the mainstream TUC-affiliated unions, IWGB the workplace, opening up a space where work-
is growing quickly among workers who are ers could discuss, plan, and begin organizing.
either new to organizing or have been badly This is particularly important for workers who
organized in other unions. The IWGB has won are new to organizing. However, this does mean
a series of high-profile campaigns and become that GWU is a network outside of the work-
known as a union that readily takes action, place. Workers who have joined GWU have a
including lively strikes, protests, and boycotts. common connection through the industry they
Each IWGB branch is autonomous from the are working in, but many have not yet joined
central union and some, like the branch of Uber because they do not have a shared experience in
drivers, keep their existing name. a particular workplace. This means that the
GWU network is one of potential for building
In under a year, many videogame workplace power, but it needs to be translated
workers had gone from not knowing into workplace organizing to develop that. This
means taking the network of GWU back into
what a union was—but knowing workplaces and recruiting colleagues.
that managers did not want This different starting point for organizing
them to join one—to forming draws out an important lesson for the main-
their own union. stream trade union movement. In the U.K. con-
text, the overwhelming majority of workers are
By the end of 2018, the U.K. branch of not members of trade unions, and many young
GWU had established a network across the workers may never have been in a union or
country and formed a branch of the IWGB. This know anyone who has been. This creates sig-
affiliation provided GWU with the structural nificant cultural barriers to building connections
legal protections of a union, access to case work with trade unions, as workers may not under-
and legal support, and experienced organizers stand the terminology, processes, or expecta-
to advise on campaigns. Through the national tions of existing unions. However, as GWU
network, a committee was elected, and the net- shows, there are shared workplace concerns that
work began to develop formal regional sections are expressed in different forms. For example,
that meet regularly. In under a year, many vid- many workers (both in the videogames industry
eogame workers had gone from not knowing and more broadly) have concerns or come into
what a union was—but knowing that managers conflict over issues of control at work. Too
did not want them to join one—to forming their often, trade unions are seen as fighting only on
own union. Joining the IWGB provided the economic issues—pay and pensions, for exam-
opportunity for them to preserve aspects of ple. The second lesson is that the possibility of
their own organization and the branding they contesting control at work—whether “crunch”
had developed, while establishing a legal trade and how long to work, what kind of videogames
union structure. to make, diversity and sexism within the indus-
try, its impact on culture and so on—are power-
ful motivators for organizing.
Learning Lessons from GWU
The third lesson is the importance of relating
There are three main lessons that can be drawn to workers where they already are. The growth
out of the experience of GWU organizing in the of GWU has relied on online communication
United Kingdom. The first is the importance of tools like Discord. While online communication
different approaches to building forms of worker has its limitations, this medium was a tool for
6 New Labor Forum 00(0)

making the first steps toward getting organized. Funding


Without it, many of the workers would likely not The author(s) received no financial support for the
have developed the confidence to come to face- research, authorship, and/or publication of this
to-face meetings. However, many existing trade article.
unions would not have thought to utilize these
tools. Similarly, workers in GWU have devel- ORCID iD
oped their own ways of talking about unions— Jamie Woodcock https://orcid.org/0000-0001
for example, framing organizing in gameplay -7097-305X
terms and using creative propaganda, like the
GWU zine about organizing in the style of a vid- Notes
eogame magazine17—which may appear as
  1. James Batchelor, “GamesIndustry.biz Presents
unusual to those outside the industry. However, . . . The Year in Numbers 2018,” gamesin-
these have provided powerful ways to translate dustry.biz, December 17, 2018, available at
organizing strategies to videogame workers. https://www.gamesindustry.biz/articles/2018-
12-17-gamesindustry-biz-presents-the-year-in-
If the established trade union numbers-2018.
movement wants to engage  2. Fraser Brown, “GTA 5 Has Sold Nearly
110 Million Copies,” PCGamer, May 14,
with new workers . . . unions will 2019, available at https://www.pcgamer.com/
have to develop a capacity for gta-5-has-sold-nearly-110-million-copies.
communicating . . . and supporting  3. Keza MacDonald, “Grand Theft Auto Maker
Has Paid No UK Corporation Tax in 10 Years:
them on their own terms. Report,” The Guardian, July 29, 2019, available
at https://www.theguardian.com/business/2019/
The game workers’ experience of organizing jul/29/grand-theft-auto-maker-uk-corporation-
in the United Kingdom provides another pow- tax-rockstar-north-games.
erful example of why no workers are “unorgan-  4. Jamie Woodcock, Marx at the Arcade:
izable”—just “yet-to-organize.” There are Consoles, Controllers, and Class Struggle
many similarities (and indeed connections) (Chicago: Haymarket Books, 2019).
between the game workers and software devel-  5. Nick Dyer-Witheford and Greig de Peuter,
opers, workers in a relatively new industry who Games of Empire: Global Capitalism and Video
are beginning to organize with the U.S.-based Games (Minneapolis: University of Minnesota
Tech Workers Coalition. Like the game work- Press, 2009).
  6. Régis Renevey, “Creative Skillset Workforce
ers, these workers were generally assumed to
Survey Breakdown,” Ukie, May 20, 2015,
be disinterested in unionizing. Yet, they and available at http://ukie.org.uk/news/2015/05/
other new workers are finding new routes to creative-skillset-workforce-survey-break-
organizing. If the established trade union move- down.
ment wants to engage with new workers who   7. Johanna Weststar, Victoria O’Meara, and Marie-
want to build power at work, unions will have Josée Legault, Developer Satisfaction Survey
to develop a capacity for communicating with 2017 Summary Report (Toronto: International
these workers and supporting them on their Game Developers Association, 2018), 20.
own terms. While these workers have much to  8. Régis Renevey, “Creative Skillset Workforce
learn from the experience of established unions, Survey Breakdown,” op. cit.
the union movement, in turn, has much to learn  9. Jamie Woodcock, “The Work of Play: Marx
and the Video Games Industry in the United
from these workers, especially if working-class
Kingdom,” Journal of Gaming and Virtual
power is to be built today. Worlds 8, no. 2 (2016): 131-43.
10. Ibid., 140.
Declaration of Conflicting Interests 11. Dyer-Witheford and de Peuter, Games of
The author(s) declared no potential conflicts of inter- Empire.
est with respect to the research, authorship, and/or 12. Harry Braverman, Labor and Monopoly
publication of this article. Capital: The Degradation of Work in the
Woodcock 7

Twentieth Century, new edition (New York: 16. Jamie Woodcock and Declan, “Prospects for
Monthly Review Press, 1999). Organising the Videogames Industry: Interview
13. Ian Williams, “After Destroying Lives with Game Workers Unite UK,” Notes from
for Decades, Gaming Is Finally Talking Below, Issue 3, August 16, 2018, available at
Unionization,” Waypoint, March 23, 2018, https://notesfrombelow.org/article/prospects-
available at https://waypoint.vice.com/en_us/ for-organizing-the-videogames-industry.
article/7xdv5e/after-destroying-lives-for- 17. Game Workers Unite, “Game Workers Unite Zine.”
decadesgaming-is-finally-talking-unionization.
14. Game Workers Unite, “Game Workers Unite Author Biography
Zine,” Notes from Below, Issue 68, March 30, Jamie Woodcock is a researcher based in London. He
2018, available at www.notesfrombelow.org/ is the author of the forthcoming book, The Gig Economy
article/game-workers-unite-zine. (Polity, 2019), Marx at the Arcade (Haymarket, 2019),
15. For more, see www.notesfrombelow.org. and Working the Phones (Pluto, 2017).

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