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{"id":3078515,"date":"2022-09-15T10:27:00","date_gmt":"2022-09-15T08:27:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/embracer_group-gross-publisher_sagt_crunch_den_kampf_an\/3078515"},"modified":"2024-05-03T13:12:20","modified_gmt":"2024-05-03T11:12:20","slug":"embracer_group-gross-publisher_sagt_crunch_den_kampf_an","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/embracer_group-gross-publisher_sagt_crunch_den_kampf_an\/3078515","title":{"rendered":"Embracer Group: Gro\u00df-Publisher sagt Crunch den Kampf an"},"content":{"rendered":"

Nach Jahren der Studio- und Publisher-Aquise ist die Embracer Group zu einem Schwergewicht der Spielebranche aufgestiegen, das auf allen Plattformen und in jedem Genre ein W\u00f6rtchen mitzureden hat. Jetzt stellt das Unternehmen klar: Crunch muss sterben!\u00a0

<\/p>

Das Crunch-Problem der Spielebranche

<\/h2>
“Crunch” bezeichnet die bei vielen Studios weit verbreitete Praxis, den harten Deadlines in der Produktion mit einer absurden Menge an \u00dcberstunden zu begegnen. Gerade in den letzten Jahren h\u00e4uften sich die Berichte \u00fcber schwierige Arbeitsbedingungen, bei denen Angestellte sechs bis sieben Tage die Woche bis zu 15 Stunden arbeiteten, um kurzfristige Deadlines zu halten. Doch diese ungesunde Arbeitspraxis ist in der Spielebranche schon lange allgegenw\u00e4rtig – gecrunched wurde wohl auch schon in den Neunzigern.\u00a0

Dass das nicht besonders gesund ist, d\u00fcrfte klar sein. Langfristiger Druck, Dauerstress und wochen- bis monatelange, extreme Arbeitsbelastung wirken sich negativ auf die Gesundheit der Angestellten aus. Au\u00dferdem ist die Arbeitsmethode auch nicht besonders effektiv. Schon 2005 berichtete die IDGA, dass die Produktivit\u00e4t bei Dauer-\u00dcberstunden im Vergleich zur 40-Stunden-Woche rapide abnimmt. Ausgelaugte Entwickler machen mehr Fehler und bekommen weniger Dinge fertig. Und das bedeutet: Crunch ist auf Dauer nicht nur gesundheitssch\u00e4dlich, sondern auch noch teuer.\u00a0

Embracer sagt Crunch den Kampf an<\/h2>Jetzt hat sich die Embracer Group \u00f6ffentlich gegen Crunch in ihren Studios positioniert. Die HR-Chefin der Dambuster Studios, die derzeit an Dead Island 2<\/a> arbeiten, hat in einem einem Video namens “Why Crunch Has to Die” auf dem offiziellen Youtube-Kanal von Embracer Stellung zur schlechten Arbeitspraxis bezogen.\u00a0



Unter den von ihr genannten Punkten, die f\u00fcr Crunch verantwortlich sind, finden sich z.B. die oft genannte Tatsache, dass \u00dcberstunden oft die Folge von schlechtem Projektmanagement sind, bei dem die meiste Arbeit pl\u00f6tzlich am Ende anfalle. “Crunch hat keinen Platz in einer modernen Arbeitsumgebung”<\/em>, so Haynes im Video. Auch andere Industrien m\u00fcssten \u00e4hnliche Zeit, Kosten und Qualit\u00e4tsversprechen einhalten wie die Spielebranche – und k\u00e4men weitgehend ohne die teils monatelange Crunchphasen aus. Kern der Aussage: Man m\u00fcsse sich von der Glorifizierung von \u00dcberstunden verabschieden und in der Gegenwart ankommen.

Wie kann Crunch \u00fcberwunden werden?<\/h2>

Auch sei die Spielebranche laut Haynes in der Produktion nicht so besonders wie sie glaube. Arbeits-Infrastrkuturen, Prozesse und Teams k\u00f6nnten \u00e4hnlich effizient aufgestellt werden wie in anderen Arbeitsbereichen – das w\u00fcrde aber Wandel erfordern, den viele F\u00fchrungskr\u00e4fte scheuen w\u00fcrden. Die Spieleindustrie m\u00fcssen den besonderen Typ Mensch, der sich f\u00fcr die Entwicklung begeistere in der Arbeitsplatzgestaltung unterst\u00fctzen.

Au\u00dferdem m\u00fcssten flexible Hilfsangeboten aufgestellt werden, welche die Angestellten in schwierigen mentalen Phasen unterst\u00fctzten, anstatt auf klassische HR-Evaluationen oder gar Strafma\u00dfnahmen z.B. bei Krankschreibungen zu setzen. Auch br\u00e4uchte es oft besser geschulte F\u00fchrungskr\u00e4fte, die verst\u00fcnden wie man ein Team motiviert, inspiriert und richtig f\u00fchrt.\u00a0

Nat\u00fcrlich ist unklar, ob Embracer in wirklich jedem Unternehmensbereich zu jeder Zeit auf Crunch verzichten kann. Trotzdem ist die klare Positionierung und Aufkl\u00e4rung, warum diese Arbeitspraxis in modernen Unternehmen keinen Platz hat, eine erheblich arbeitnehmerfreundliche Einstellung,
als die j\u00fcngst von Glen Schofield get\u00e4tigten Aussagen.\u00a0<\/a>

\u00a0 \u00a0 \u00a0 \u00a0

\u00a0\u00a0

\u00a0

\u00a0

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