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published in(发表于) 2017/4/9 23:59:42
Global game industry working status: annual average of 330,000, 90% have to work overtime,

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Global game industry working status: annual average of 330,000, 90% to work overtime-game industry, working conditions, pay-IT information

Earlier this year, the famous game media conducted an inaugural survey of global games industry GamesIndustry, involve aspects of working conditions, pay and staff diversity.

Survey background

The survey form using a Web questionnaire, all respondents were anonymous. 373 in the world in the questionnaire, 21.4% respondents were women. This coincides with multiple sex ratios in the industry survey.

259 (69.4%) respondents were developers; 10% respondents were issued; the remaining respondents in the media, personnel, consulting, retail, education and tools, service providers, and other fields.

More than 80% of respondents under 40 years of age. No one over the age of 61, 10% of the 41-50, only 3 people over the age of 51. It means games industry is dominated by young people.

47.2% respondents from the UK, and others from around the world. Respondents in North America and Western Europe followed, 22% and 15% of the total respondents, respondents in other Nordic countries and Asia 4% per cent and 3.8% per cent respectively.

Survey shows that despite the increase in the proportion of home workers (only 15.8%), the majority of people still working at the company. Among them, the 37.8% of respondents working for large companies with more than 200 employees; less than one-fourth of respondents chose workforce was 11-50 small company; 15%, who joined the staff of micro-Studio number is 2-10 only 3.8% people choose to go it alone.

To be expected, but rather a bit disappointed is that most of the gaming industry employees are male. 46.6% per cent of respondents think that the diversity of the team (such as gender, race, and age); 22% think well; which means close to one-third (31.4%) people feel bad.

Lucky is that many believe the situation in 2017 would be better: 28.6% think the company will absorb more newcomers, while 25.1% does not think so.

The rapid development of Internet technology 11.5% of respondents can work remotely. There were 13.9% of the foreign company.

Funny thing is, one-tenth of people outside of the gaming industry has a second job. Of these, 62.5% are all developers. This is further proof, game engine and tool sharing can let more people use games as a hobby or career choices in the future.

Time input

More than 80% of the respondents 30-50 hours a week, and 8 hours of work in other industries were little changed. However, there were 10% people working more than 50 hours a week, 4 people even claimed that more than 81 hours.

Even more worrying is about 90% of respondents expressed the need for overtime, 16.2% often work overtime. However, only one-fourth received overtime pay. Among them, the 88.8% of the developers need to work overtime, only 29% of them receive overtime compensation; more astonishing is that 92.3% of the industry need to work overtime, only 12.8% receive financial compensation.

Of course, event or celebration is also working overtime. However, worthy of attention is that 20% per cent of respondents think (unpaid) overtime is the game industry's worst abuses.

Remuneration (in pounds)

Excluding outsourcing employees earn less than 14,000 (per annum, only thousands of) and after the management of more than 100,000, the game industry's average annual wage of 38,797, the middle value of 38,000. Among them, the developer's average annual wage to 38,181, median was 38,000; industry average annual wage of 46,226, intermediate value is 40,000.

Frustrating is that the wage gap between women and men is still great, but it is not just the game industry's problems.

Women's average annual wage 33,274, 40,090 nearly 7,000 less than men; in the Middle, the gender gap reduced to 5,000. Among them, the female is 30,000, 35,000 for men.

In terms of salary management, women less than men. Only 11% of women earning more than 60,000, and 20% of the men questioned over this standard. In fact, most women's annual salary is 130,000, while the highest-paid men to 980,000.

The good news is, most of us (64.3%) to have confidence in 2017 for a raise, and just 56.3% in 2015 to 2016 raises confidence in people. Only 2.1% people think that 2017 's salary will be reduced, and 5% of respondents said salaries over the past 12 months has declined.

Welfare

Most of the respondents think welfare is good. More than half (52.3%) who received skills training opportunities, 73.3% someone who can work flexible control of time and 28% of maternity leave pay is higher than the normal standard.

63.2% people of other benefits, including bonuses, health insurance, stocks or dividends, subsistence allowance, meal tickets, gym memberships, coupons, delivery of public mobile phone, free games, and a variety of snacks.

In the competitive gaming industry, the company encourages the employees ' creativity, especially in the field of development. Nearly half (44.7%) of respondents said they are encouraged to engage in personal projects. 53.8% said the company will not take over the ownership of the project, 19.2% think the company would do that, others are not so sure.

Violence and harassment in the workplace, only 44.1% of respondents identifying companies to address these issues has developed internal policies and procedures. Clearly, there is great room for improvement in this regard.

In the past 3 years, whether these mechanisms play a role? 54.9% per cent of respondents indicated that they did not know, one-fourth said they did not need them. However, there are 5% people believe that "often" or "very often" being bullied.

Career planning

Gaming industry workers are highly mobile. More than half (63.3%) work on the current position in the year 1-5, 25% of person less than one year, no one's in the same job for more than 20 years, only 1.3% for more than 11 years.

Even more interesting is that 40% people make in 2017 and the other job, including 35.9% of the developers, 51.2% industry media remote workers, 30.2% and 72.73%.

The vast majority of these people are in pursuit of higher wages. Others in order to seek promotion, overseas employment, self-employment, or simply because of the existing posts off. In fact, more than half of the respondents are interested in overseas employment.

60% per cent of respondents said that in 2017, the company enrollment; 63.8% said his team grow last year; 31.9% of the number of companies this year are expected to remain the same; only 7% estimates the company will integrate; while 13.9% pointed out that company layoffs in 2016.

In terms of looking for a new job, 52.8% people believe that their technology and experience will help them in other industries receive higher pay and better working conditions. 13.9% of people have different views, others are not so sure.

Clearly, promoting the development of the game industry is enthusiastic and creative, rather than the pursuit of paid people. Only 1.6% thought "very unlikely," 5 and remained in the game after the trade 27.9% said "it is possible", while more than half (57.4%) believe "very likely".


全球游戏产业就职现状:年薪平均33万,90%要加班 - 游戏产业,工作环境,薪酬 - IT资讯

今年年初,国外知名游戏媒体GamesIndustry进行了一次全球游戏产业就职现状调查,调查涉及工作环境、薪酬和员工多样性等方面。

调查背景

本次调查采用网络问卷形式,所有受访者均为匿名。在全球373份调查问卷中,21.4%的受访者是女性。这与此前的多次业内性别比例调查不谋而合。

259位(69.4%)受访者是开发者;10%的受访者是发行业者;其余受访者分布于媒体、人事、咨询、零售、教育以及工具、服务提供商等各领域。

超过80%的受访者小于40岁。没有人超过61岁,10%的人为41-50岁,只有3个人超过51岁。这说明游戏产业还是以年轻人为主。

47.2%的受访者来自英国,其他人则来自世界各地。北美和西欧的受访者分列二、三位,占全部受访者的22%和15%,另外北欧国家和亚洲的受访者分别占4%和3.8%。

调查显示,尽管居家工作者的比例增加(仅15.8%),大部分人依然在公司就职。其中,37.8%的受访者为员工超过200人的大公司打工;不到四分之一的受访者选择员工总数为11-50人的小公司;15%的人加入了员工数为2-10人的微型工作室;只有3.8%的人选择单干。

意料之中,但不免令人有点失望的是,绝大多数游戏业界的员工都是男性。46.6%的受访者认为团队的多样性(男女、种族和年龄等)一般;22%的人认为很好;这意味着近三分之一(31.4%)的人觉得不好。

幸运的是,更多人相信这一局面在2017年将有所好转:28.6%的人认为公司将吸纳更多样的新人,而25.1%的人不这么想。

互联网技术的迅猛发展让11.5%的受访者可以远程工作。其中有13.9%的人为外国公司效力。

有趣的是,十分之一的人在游戏业界之外有第二份工作。在这些人中,62.5%都是开发者。这进一步证明,游戏引擎和工具的共享能让更多人把游戏当作业余爱好或者未来的职业选择。

时间投入

超过80%的受访者每周工作30-50小时,与其他行业的8小时工作制度基本持平。然而,有10%的人每周工作50小时以上,更有4个人声称超过81小时。

更让人担忧的是,约90%的受访者表示需要加班,16.2%的人经常加班。尽管如此,只有四分之一的人领到了加班工资。其中,88.8%的开发者需要加班,只有29%的人获得加班补贴;更惊人的是,92.3%的发行业者需要加班,只有12.8%的人获得经济补偿。

当然,参加活动或者庆功会也算加班。不过,值得警惕的是,20%的受访者认为(无偿)加班是游戏业界最糟糕的弊端。

薪酬待遇(单位:英镑)

排除年薪低于1.4万的外包员工(每年收入只有几千)和高于10万的管理层后,游戏业界的年平均工资为3.8797万,中间值为3.8万。其中,开发者的年平均工资为3.8181万,中间值为3.8万;发行业者的年平均工资为4.6226万,中间值为4万。

令人沮丧的是,女性与男性的工资差距依然较大,但这不仅仅是游戏业界的问题。

女性的年平均工资为3.3274万,比男性的4.009万少了将近7千;在中间值方面,两性差距缩小为5千。其中,女性为3万,男性为3.5万。

在高薪管理层方面,女性人数明显少于男性。只有11%的受访女性收入超过6万,而20%的受访男性超过这一标准。实际上,大部分女性的年薪为13万,而收入最高的男性为98万。

好消息是,大部分人(64.3%)对2017年加薪抱有信心,而在2015年对2016年加薪抱有信心的人仅为56.3%。只有2.1%的人认为2017年的薪水会减少,而5%的受访者表示过去12个月的薪水有所下降。

福利

大部分受访者认为福利不错。超过半数(52.3%)的人表示获得了技能培训的机会,73.3%的人可以灵活支配工作时间,而28%的产假工资都高于普通标准。

63.2%的人获得了其他福利,包括:奖金、医保、股票或者分红、生活津贴、饭票、健身会员卡、送餐券、公用手机、免费游戏,以及各种点心。

在竞争激烈的游戏业界,公司越发鼓励员工发挥创意,特别是在开发领域。近半数(44.7%)受访者表示公司鼓励他们从事个人项目。53.8%的人表示公司不会霸占这些项目的所有权,19.2%的人认为公司会这么做,其他人则不太确定。

在职场暴力和骚扰方面,只有44.1%的受访者确定公司为处理这些问题制定了内部制度和流程。显然,这方面还有很大的提升空间。

过去3年中,这些机制是否发挥作用?54.9%的受访者表示并不知情,四分之一的人表示根本不需要这些制度。然而,有5%的人认为“经常”或者“很经常”遭到职场暴力。

职业规划

游戏产业的人员流动性很大。超过半数(63.3%)在目前岗位上工作了1-5年,25%的人不满一年,没有人从事同一份工作超过20年,只有1.3%的人超过11年。

更有趣的是,40%的人打算在2017年另谋高就,其中包括35.9%的开发者、51.2%的发行业者、30.2%的远程工作者和72.73%的媒体人。

这些人中的绝大多数是为了追求更高的薪水。其他人则为了寻求晋升、海外就业、自主创业,或者仅仅因为对现有岗位感到厌烦。实际上,超过半数受访者对海外就业很感兴趣。

60%的受访者认为公司将在2017年扩招;63.8%的人表示自己的团队在去年发展壮大;31.9%的人预计今年公司人数将保持不变;只有7%的人估计公司将进行整合;而13.9%的人指出所在公司在2016年进行了裁员。

在寻找新工作方面,52.8%的人相信自己的技术和经验将助其在其他行业获得更高的薪酬和更好的工作条件。13.9%的人持不同意见,其他人则不太确定。

显然,推动游戏业界发展的还是热情和创意,而不是一味追求高薪的人。只有1.6%的人认为“很不可能”在5年之后依然留在游戏业界;27.9%的人认为“有可能”,而超过半数(57.4%)的人认为“很有可能”。





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