dc.contributor.author | Helén Edholm, Henrik | |
dc.contributor.author | Lidström, Mikaela | |
dc.date.accessioned | 2016-06-27T11:28:32Z | |
dc.date.available | 2016-06-27T11:28:32Z | |
dc.date.issued | 2016-06-27 | |
dc.identifier.uri | http://hdl.handle.net/2077/44655 | |
dc.description.abstract | The games industry is notorious for its intense
work ethics with uncompensated overtime and weekends at the
office, also known as crunch. By studying postmortems and
conducting interviews with employees in the industry we explore
the crunch phenomenon. The aim is to discover what effects
it has on different aspects of the industry and whether or not
agile principles affects this. We have found four types of crunch
which all have distinct characteristics and effects the product,
employees and schedule in various ways. Crunch is a widespread
phenomenon within the games industry that affects the product
and the staff in mostly negative ways. | sv |
dc.language.iso | eng | sv |
dc.title | Crunch time: the Causes and Effects of Overtime in the Games Industry | sv |
dc.type | text | |
dc.setspec.uppsok | Technology | |
dc.type.uppsok | M2 | |
dc.contributor.department | Göteborgs universitet/Institutionen för data- och informationsteknik | swe |
dc.contributor.department | University of Gothenburg/Department of Computer Science and Engineering | eng |
dc.type.degree | Student essay | |