Game Developers Need a Union

In 2016, the SAG-AFTRA voice actor strike became headline news as large gaming studios were forced to reckon with the fact that traditional labor fields are often more familiar with union organization. It’s something that doesn’t happen much in the games industry, with only a few, mostly company-specific unions worldwide, and none with the comparable power of larger unions in other industries.
The reasons for this are complex, but ultimately have something to do with the cultural understanding of games by the gaming populace, and how it’s reinforced by large games companies who stand to profit from the concept. The general understanding is that games are first-and-foremost a consumerist medium, not an artistic one. This viewpoint posits that videogames are a product, not a process. The creative labor of development is flattened in order to serve the narrative of games being a simple transaction—give money, get game. It’s the same rhetoric that underpins arguments that games are important because of the audience, and not because of the intention put into the game by the designer(s).
This viewpoint also means that game development labor is devalued, that the work that goes into creating a game is secondary to the game itself. It allows for the work of developers to fade into the background as big names and publishers reap the rewards of sales and royalties. Rarely is games development a stable or profitable career, but the few shining stars that “made it” become the benchmarks for others’ success or failure.
Although the relative power and population of labor unions in the United States has shrunk over time (from about 18 million in the 1980s to 14.6 million in 2017), in many industries they are part of the landscape, being a force that grew as the industry did. The games industry, historically, has not followed this trend, and you don’t need to go too far back into the past to see that.
The early 1990s brought about a renewed explosion of videogame development, bolstered by a new crop of developers and computer games finally reaching a saturation point in the marketplace. Standout hits like DOOM and Mortal Kombat came under fire for their brazen approach to depictions of violence, and efforts to regulate the industry’s content resulted in the creation of the Entertainment Software Rating Board, or ESRB.
Two other organizations got their start in the tumultuous aftermath of 1994’s legislative proceedings, and both remain the loudest voices of the gaming industry worldwide: the Entertainment Software Association (ESA) and the International Game Developers Association (IGDA), though both were known by different names at the time.
Historically, the ESA has acted primarily as the liaison between the AAA videogame industry and outside-industry representatives—earlier this year they came out staunchly against the World Health Organization’s classification of “gaming disorder”, and more recently the White House has reportedly sent invites to ESA representatives to discuss the (unsubstantiated) links between gaming and outbursts of violence.