Heuristics for Equitable Technical Communication in Remote & Hybrid Game Development

IF 1.5 4区 文学 Q2 COMMUNICATION
Rich Shivener, Elizabeth Caravella, Renee Renee Gittins
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Abstract

Purpose: This article seeks to provide a set of heuristics for technical communication, addressing the newfound challenges to game developers as a result of the seemingly permanent shift to hybrid and remote work in this industry. In particular, this piece offers developers tangible ways in which they can facilitate productive and equitable means of technical communications that account for the unique needs of this kind of work that now takes place in almost exclusively remote and hybrid working situations. Method: This piece relies on both survey and interview data collected from nearly 300 members of the Independent Game Developers Association (IGDA) and at various games-based conferences (e.g., the Game Developers Conference) over a period of two years through a partnership grant between York University and the IGDA. Results: The results noted two key findings: First, the majority of game developers do not want to or intend to ever return to a fully physical office setting. Second, the results indicate that the shift to remote work more often negatively impacted female and non-binary developers, most likely due to the additional caregiving responsibilities traditionally emplaced on these groups. Conclusion: Technical communication is a central part of the game development process and has become even more pivotal as developers continue to operate under remote and hybrid working conditions. As such, the heuristics developed from this data focus on addressing the needs of these groups so that the remote and hybrid workplaces can operate as equitably as possible in this new industry model.
远程和混合游戏开发中公平技术交流的启发式方法
目的:本文旨在为技术交流提供一套启发式方法,以应对游戏开发者因该行业似乎永久性地转向混合和远程工作而面临的新挑战。特别是,这篇文章为开发人员提供了切实可行的方法,使他们能够促进富有成效的、公平的技术交流,以满足目前几乎完全在远程和混合工作环境下进行的这类工作的独特需求。方法:通过约克大学与独立游戏开发者协会(IGDA)之间的合作基金,在两年时间内从近 300 名独立游戏开发者协会(IGDA)成员和各种游戏大会(如游戏开发者大会)上收集的调查和访谈数据为基础。结果:结果注意到两个重要发现:首先,大多数游戏开发者不希望或不打算回到完全物理的办公环境。其次,研究结果表明,向远程工作的转变通常会对女性和非二元开发者产生负面影响,这很可能是由于传统上这些群体需要承担额外的照顾责任。结论技术交流是游戏开发过程的核心部分,随着开发人员继续在远程和混合工作条件下工作,技术交流变得更加重要。因此,从这些数据中开发出的启发式方法侧重于满足这些群体的需求,从而使远程和混合工作场所能够在这种新的行业模式下尽可能公平地运作。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Technical Communication
Technical Communication COMMUNICATION-
CiteScore
1.40
自引率
20.00%
发文量
15
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