Touching fish at work, paid shit, has become a way to adjust the workplace for the player to face the workplace.But is this really because we are "lazy"?Thats not necessarily.
A few years ago, WHO described this behavior in "International Disease Classification" ""Syndrome caused by successful management" is simply "occupational burnout". At present, nine countries around the world have diagnosed it as a formal disease.
In GDC, the issue of occupational burnouts in the game industry has been discussed for many years.Especially at the moment of the current industry, those overseas manufacturers who have sincerely devoted themselves to the game but faced with DEI problems, those domestic manufacturers who frequently adjusted their goals for various reasons.It can be said that the anxiety of the gamers has not been able to get a good relief. From internal reasons, from external conditions, many teams can not produce products, or the products coming out are unsatisfactory. Perhaps this is also the neglect of many companies.question.
So, the situation of "touching fish" of game development employees is really not because of "lazy", especially in todays many small and medium manufacturersIn the face of the competition of large factories, this problem should not be ignored under the situation of frequent layoffs in the industry.Today, the game matrix has compiled some sharing of the GDC Shanghai Foreign Factory this year on the professional burnout of the game industry, which may be able to help everyone.
Why is it burnout?
According to the game designer Tim Stobo and game writer Lis Moberly, the vocational burnout is related to the six "dislocation" factors between employees and employers.Including work overload, lack of control, insufficient reward, community rupture, lack of fairness and values conflict.
Remember the phrase Ma Yun once said: "The cause of the resignation of employees Lin Lin, only two are the most authentic: 1. Money, not given in place; 2. Heart, aggrieved."
From the perspective of separation, it is almost these 6 reasons.This "not match" can be regarded as a kind of disability, just like physical disability, not wrong or bad things.However, those who face disabled often feel that they are fundamentally disconnected between them with the surrounding environment and their own needs.Similarly, these six "non -matching" are not criticism or implies that they have any problems or errors.Instead, they reflect the relationship between employees and working environments in neutral language.
Employees may not have conflicts with the company and experience these "misplaced", but because there are problems with colleagues.If employees are experiencing these "misplaced" and feel lack of energy, decreased interest in work, or decreased efficiency, then they are likely to suffer from professional burnout.
Which group is a high -incidence crowd?
After the survey results are classified by job classification: developers with 4 to 6 years of work experience are most likely to have professional burnout.This data point is the most likely to report the developers who classify themselves as "advanced" developers in the survey results.
According to data, the trend of occupational burnout is not directly related to the length of time or role qualifications in the industry.In contrast, the chief developers and developers with more than 6 years of work industry work experience are fewer that they have experienced burnout.The game director rarely reports burnout, and only 13%will mention this problem.
One explanation is that in high levels, developers have begun to be more confident in their roles, but then encountered obstacles in obtaining more rewards or maintenance of expected control of work.Essence
How long will he heal?
In the game industry where the project competes against time, practitioners in it often need to face frequent overtime phenomena, which also makes occupational burnout is a common problem.Its emergence has severely reduced work efficiency and physical functions are also affected.
According to statistics, about 27%of people recover between zero to six months, and 20%of people are six months to one from six months to oneSuccessfully rebounded during the year.However, nearly 30%said that they spent one to three years before recovering from burnout, and 11%of them needed 3 to 5 years.More than 13%of people even take five years or longer to reconcile.Therefore, companies in China cannot ignore this problem, especially when the competition becomes extremely fierce, how to keep corporate employees away from professional burnout is urgent to put on the agenda.
As for how to alleviate burnout, everyone actually has a means and methods, just do you want to do and how to make the decision.If you only use "replacement" to solve the problem, then the problem of accumulation will not be completely solved, and it may only be buried in deeper hidden dangers.