March 8, 2024 feminist strike: putting an end to the obstacles to the recognition of sexual and gender-based violence in the video game industry

March 8 is the international day of action for the rights of women and gender minorities, which celebrates the historical and current battles of feminism. Women and marginalised genders are and always have been present in social conflicts: March 8 is itself the anniversary of the 1917 strike by women workers in St Petersburg, which sparked off the Russian revolutions.

Last year, by force of circumstance, March 8 was included in the more global movement against the pension reform. The authoritarianism of the French government and the forced passage of this reform were a severe defeat for the rights of women and marginalised genders: the government’s own studies show that the negative impacts of this reform are doubled for women.

This year, March 8 is taking place in a very dramatic context. In our industry, we are seriously concerned about the consequences on women of the massive waves of layoffs that are currently taking place. Most of the jobs being eliminated are precarious, disproportionately occupied by people of marginalised genders, who will also have to endure discrimination when looking for work.

Women and queer people have also been instrumentalised for months to justify Israel’s genocidal policy against Palestinians. Our Palestinian brothers and sisters are being slaughtered before the eyes of the whole world, and they would have us believe that Israeli crimes are positive. What benefits do Palestinian women and queer people derive from starvation, disease, the eradication of their own people, their own deaths?

The very existence of genocidal colonial systems is incompatible with the freedom of people of marginalised gender. There can be no liberation of women and queer people without the liberation of Palestine. This March 8 will also be an opportunity to support them.

However, there have also been some improvements, for example:

  • Spain was the first country in Europe to introduce menstrual leave. This long-awaited right has been the subject of a draft law in France and is one of the STJV’s demands, which has been systematically refused by companies.
  • Thanks to the mobilisation of feminist movements across the country, Mexico has finally legalised abortion at federal level. Fighting wins.

Generally speaking, we can see that in France, despite all the obstacles, more and more people are speaking out. We’re obviously thinking of the film industry, but this is also the case all across society. The subject of sexual and gender-based violence (SGBV) is finally emerging as a public social issue, for the benefit of all those who are subjected to it. We welcome and support these initiatives.

Companies and schools: inclusive in words, sexist in deeds

Since last year, the friendly facade of video game schools and companies has collided head-on with worker representatives. Everywhere, all it takes is a few questions to confuse management and confirm what we already knew: behind the words, there is nothing. No monitoring of sexist and sexual violence, no warning systems, no measures to combat discrimination…

By refusing to respond, but also by reformulating all the proposals and demands of workers and unions to remove any concrete and useful vocabulary in favour of completely meaningless managerial phrases, bosses are actively fighting to deny the existence of problems. They do this consciously, to prevent workers from rationalising these problems and being able to act upon them.

In response to our calls for clear and unambiguous processes to combat SGBV and discrimination at work, we are told that “the doors of HR or management are always open”. By brushing aside the role of management itself and denying staff representatives the ability to take action, they isolate victims and single out cases of violence, in order to undermine them and prevent a more global approach.

Far from being innocent or thoughtless, these practices of referring to an oppressive system (the company hierarchy) which has a clear interest in keeping violence hidden, are silencing victims and witnesses. The “open door” is at best a naive dead end, at worst discriminatory violence itself.

Unions, workers and workers’ representatives engaged in an ongoing struggle

Workers have tools at their disposal to combat SGBV and discrimination: it is the role of the CSE (~workers’ council) to monitor the integrity of management, to offer a practical, on-the-ground response via its anti-harassment advisers, to sound the alarm and not to lose sight of risk indicators. This workers’ representatives body has the power to report problems to health and safety inspectors and to initiate investigations through its reporting rights.

In companies where the STJV is representative after a victory in the CSE elections, the union sections address these subjects within compulsory annual negotiations on professional equality (and therefore gender equality). By law, this is a time to discuss the fight against discrimination, and to negotiate or even impose more by building a balance of power in favour of workers.

Problem: these negotiations are systematically blocked by company managers. Recently, comrades denounced the blocking of negotiations and workers’ representatives at Don’t Nod, and workers at Ubisoft went on strike in reaction to the absence of any real wage negotiations on the part of the group’s management. These elements made public are accompanied across the industry by a multitude of other struggles, including strikes, which have remained private for the time being. The discontent is widespread.

By blocking negotiations on gender equality, by postponing them on the pretext that it is a “less urgent” subject, by ignoring workers’ representatives, the bosses refuse to let workers express themselves or to listen to their demands. They prefer to ” observe the absence” of harassment, violence or discrimination and pretend that everything is fine.

Willful ignorance is not an anti-discrimination policy, but an extreme form of additional violence. It sends a message to victims of SGBV that the violence and discrimination they suffer does not count and will not be resolved in their workplace.

Tearing down existing barriers

Workers’ demands in the video game industry are simple, and it’s almost mind-boggling that we have to make them in the first place:

  • company management must actually listen to workers, and therefore take the feedback from their representatives‧es seriously and respect negotiations ;
  • concrete processes for gathering data and information must be put in place, so that they can then be provided to staff representatives ;
  • this second point must be accompanied by the public availability of non-personal statistics and data, and in particular the introduction of pay scales ;
  • to prevent the silencing of workers, real internal feedback, alert and investigation processes must be created that include worker representation bodies.

In short and to be perfectly clear: we demand that company executives stop caring about marginalised genders only to use them as a stepping stone for their company’s image, their personal careers or to maximise profits.

As we argued last year in a review of our industry and our role, the fight against gender oppression will be fought through unions. This assertion stems from the realisation that our rights will never be won without a fight.

The Syndicat des Travailleurs et Travailleuses du Jeu Vidéo is therefore calling for strikes in the video game industry on Friday 8 March 2024. We call on workers, unemployed people, pensioners and students from the video game industry to mobilise in companies, and to join the demonstrations that will take place everywhere in France on that day.

This call covers the STJV’s field of action in the private sector, and therefore applies to any person employed by a video game publishing, distribution, services and/or creation company, whatever their position or status and whatever their company’s area of activity (games, consoles, mobile, serious games, VR/AR, game engines, marketing services, streaming, derivative products, esports, online content creation, etc.), as well as to all teachers working in private schools in video game-related courses. As this is a national strike call, no action is necessary to go on strike: just don’t come to work.

DON’T NOD: Ascension or free fall?

Don’t Nod is known for its narrative games tackling issues of inclusion and diversity. Its official website goes even further, claiming that “caring about one another is at the heart of everything we do and is the central theme of our values”. Unfortunately, as often in the video game industry, these values are not put into practice despite being frequently highlighted in corporate communications and in the press.

On May 31, 2022, while revealing its new visual identity, Don’t Nod announced 6 new games were in development, of which 4 in-house production lines and 2 produced externally. Just over a year later, on October 19, 2023, Don’t Nod went further, announcing « a 10.3% increase in sales, a record balance sheet (€60M cash net of debt), and a pipeline of 8 games in production » (« une activité en hausse de 10,3%, un bilan record (60M€ cash net de dettes), et un pipeline de 8 jeux en production ») while unveiling its half-year results (“H1 2023”).

We’re sounding the alarm on the situation of Don’t Nod employees.

The STJV is concerned that the company will not be able to manage these multiple parallel productions:

  • deadlines change very frequently
  • information and directions given to teams are contradictory
  • employees are moved from one team to another with no long-term vision of projects
  • a grueling reorganization, which took over a year to be fully implemented, is leaving entire teams out in the cold.

In a studio where each project erratically follows another, time and long-term vision required for the employees’ welfare is disappearing, leading to more stress among workers and creating boreout/burnout situations by leaving us all waiting for decisions to be taken by management.

The STJV is concerned about the psychosocial hazards Don’t Nod’s workers are facing, in view of the significant number of reports of ill-being and sick leaves.

Tumultuous releases

Jusant was released on October 31, 2023.

A success with critics, the game apparently failed to meet the commercial expectations of the company’s management, who simply shut down its production line and dispersed its team members to other projects. No justification was given for this sudden decision, despite the Social and Economic Committee’s (CSE) insistence.

Jusant’s developers were left in the dark about their future, many without any work to do, for over 2 months.

Banishers, originally scheduled for November 7, 2023, was belatedly postponed to February 13, 2024, prompting strong questions internally, as workers learned of the change of schedule mere 30 minutes before the public announcement.

This postponement comes in a context of crisis for the international job market in the video game sector, with massive layoffs, especially at studios that have been looking for investment in recent years, such as Don’t Nod.

All our teams are understaffed, yet we let go people that were on temportary contracts, internships or work-study apprenticeships. Some are occasionally called back to deal with production emergencies, but always on precarious contracts.

This situation is a danger to the health of the workers, and imposes enormous pressure on teams who are increasingly struggling to meet deadlines.

A silenced union section

Management refuses any means of direct communication between our STJV section and employees. It has even gone back on the meager rights granted in the past when the section was not yet representative (an electoral milestone for unions in France). We have since won the 2023 CSE election by a landslide, making the STJV broadly representative, which should have led to more communication. Specifically, Don’t Nod management considers that a notice board hung at the studio’s office (the minimum effort to fulfill their legal obligations) is enough to inform 300 employees… despite 75% of employees being fully remote.

Since last autumn, we have been trying to obtain the organization of mandatory annual negotiations (“Négociations Annuelles Obligatoires”, or NAO) that are due. Dialogue is impossible, with management going as far as pretending not to understand emails to scupper the NAO, or force our hand.

A scoping meeting was held on January 16, 2024 but did not follow the procedure set out in the French Labor Code, and we couldn’t even bring up the topics to be addressed at the NAO or discuss the timetable of the negotiations. On top of this, we have been denied any means in terms of time, documents or information channels to prepare properly for the negotiations. This is the opposite of « fair and serious » (« loyales et sérieuses », French Labor Code) negotiations.

An obstructed CSE (Social and Economic Committee, or workers’ council)

These concerns have been observed and reported internally to the new CSE, elected in June 2023 under the STJV banner.

However, the CSE itself is in great difficulty due to the management of Don’t Nod, and notes :

  • the gradual disappearance of opportunities for discussion between workers and top management
  • numerous obstacles and obstructions to the exercise of their CSE mandate
  • workers in distress, leading to sick leaves and departures
  • a lack of legal means to inform employees of their rights, and of the situation of their colleagues in other divisions or projects.

Management’s response to this is to bury its head in the sand and mistreat the CSE’s elected officials, refusing to inform them of matters that do concern the CSE, and refusing to be held accountable. As it stands, « social dialogue » is non-existent.

In addition to these difficulties for the CSE, worrying testimonies from many employees have been piling up for months, echoing the survey on quality of life at work carried out in 2023.

Dissonance and stubbornness

In September 2023, Don’t Nod management presented the results of its Quality of Life at Work survey, to which two-thirds of employees responded. It should be noted, though, that the survey contained almost no explicit points on quality of life and working conditions.

It does, however, present overview of various topics, and employees can learn that :

  • 28% say they receive no recognition for their work
  • 30% would discourage acquaintances from applying to Don’t Nod
  • 39% feel the workload is too heavy (or that teams are too small)
  • 50% disapprove of corporate’s strategy

When presenting the survey results, some 6 months later, Don’t Nod management was full of praise for the studio (and therefore for itself) when the figures looked good.

However: the scores were averaged, making it impossible to study results by division or team, thus concealing potential disparities in perception, or even warnings. Faced with the figures, management shaped the results to only talk about what would be interpreted as positive.

Following the results, the CSE questioned management on its intended measures to address the apparent issues: rather than proposing real solutions, the company prefers to explain to its employees that they simply haven’t fully understood its ambitions, and that the company needs to explain itself better in its internal communications. When can we expect a toll-free number to explain Don’t Nod’s complex thinking?

We also note that 90% of survey respondents say they like their colleagues and enjoy working with them. The source of the problems is therefore systemic and structural.

Don’t Nod, but Do Better

The STJV is concerned about the future of the studio, of its productions and working conditions, and notes the absence of social dialogue.

Because Don’t Nod is one of the rare companies to offer full-time remote working and has been able to offer permanent contracts and defend a more progressive editorial line than its competitors, we urge management to take concrete measures to resolve all the problems identified in this press release, to listen to the legitimate concerns of its employees and its union section, so that the company’s values reach the height of its ambitions.

The Don’t Nod STJV union section

On February 14th, Ubisoft France on strike for decent wages

Over the last few weeks the STJV took part in the Mandatory Annual Negotiations on salaries in several Ubisoft entities in France. Despite the unions’ efforts to find an acceptable compromise, negotiations hit a wall. In order to hit arbtirary cost reductions targets, management offered a budget dedicated to raises that would be lower than inflation for the second year in a row.

A badly balanced rewards system

How can we square such disdain with our CEO urging us to « gain in agility and efficiency »? How could we accept such low raises when the company boasts of “an excellent second quarter, well above [our] expectations”, all while paying « tribute to the exceptional level of commitment from the teams »? We’d say that’s a pretty badly balanced rewards system.

Lowering our living standards: not a bug, but a feature

The conclusion is thus: to Ubisoft’s management, our living standards going down isn’t a bug, it’s a feature. A company that still makes a profit, even when its execs have failed repeatedly, choosing to have its employees pay to increase its profits is plainly unacceptable. This is why we call, in association with the other combative unions at Ubisoft, to a strike all day long on wednesday, February 14th, in all the French entities belonging to the Ubisoft group.

If you have any questions on how to join the strike, you may refer to our guide on the topic [in French only for now, sorry!], or contact one of our sections in the various Ubisoft entities.

Anti-immigration law: the far right is already in power

On December 20, the National Assembly passed a law known as the “immigration law”. The result of a compromise between Renaissance, les Républicains and the Rassemblement National, its adoption marks a turning point in the attitude of the government and the “centre”: where previously they pretended to stand up against the far right, they are now openly adopting its racist ideas and allying themselves with it without shame.

The French far right applauded the passing of this law, which other fascist parties in Europe are praising and hoping to replicate. And it’s easy to see why: it incorporates directly some of the racist ideological pillars of the far right, such as national preference.

The target of this racist law is no secret: by attacking welfare benefits, birthright citizenship and family reunification, it targets specifically poor foreign workers, the majority of whom are non-white. This is reinforced by the government’s promise to clamp down in 2024 on the Aide Médicale d’Etat (State Medical Aid), of which the disgusting plan to abolish had been strongly denounced. The law’s repressive measures, including the introduction of an offence of illegal residence, will enable the police to unleash their violence even more on these populations, by arresting them arbitrarily on the slightest “suspicion”.

This law’s agenda is that of the far right: violence. Violence from the state, whether exercised through social services (or in this case their inaccessibility), the justice system or the police. It heralds the future, with a government that will continue to exercise ever more violence against foreigners, but also against people with French nationality. Because its attacks on social benefits, freedom, education and research will extend to everyone.

The STJV is firmly opposed to this law and to any restrictions on people’s rights and social benefits, no matter who they apply to. We defend the right for everyone, without restriction, to be able to reside wherever they wish and to live there with dignity, in peace. We call on all workers to join the actions opposing this law, and in particular the mobilisations on Sunday 14 and 21 January.

STJV 2022 workers’ survey: what do the figures tell us?

Last month, we published our 2022 survey on video game workers. The raw figures already say a lot about our industry, but we also need to analyse them and take a closer look at what they reveal politically. And it is not pretty.

The challenge of studying and entering the industry

With an average cost of €25,000 per student going through private schools, video game studies are undeniably expensive.

More than a third of these students rely on a bank loan to finance their studies, which means they are already in debt before starting their working lives. It takes them several years to pay back these loans, during which time a large portion of their income is spent on them.

Statistics from the STJV 2022 survey: access to the 1st job in the industry. 48.2% of workers find a job straight after graduating, 17.3% take more than a year to find their first job.

However, after graduating a significant proportion of workers do not find a job straight away. One in 6 waits more than a year to find a job, during which time they live in fear of their first loan repayment deadline.

Statistics from the STJV 2022 survey: situation after graduating. 40% of workers are on fixed-term contracts, 24% on permanent contracts, 12% are self-employed, 19% are unemployed, 5% are interns.

But having a job is not a liberation, because the majority of workers end up in precarious employment after graduating. Only a quarter of them have a stable job, with the rest having to live time and again in fear of ending up jobless in the near future.

Everything seems designed to prevent workers from entering the industry. As a result, this system encourages social reproduction, i․e. only people from privileged backgrounds can get in. The industry remains socially homogeneous. Employers’ efforts to pretend to fight against this will change nothing, since on the contrary this situation benefits them, by economically subjugating new workers entering the industry.

The impossibility of building a career

After a very uncertain start in the industry, the workers’ troubles are not over: long careers in video games are rare.

Statistics from the STJV 2022 survey: experience in the video game sector. 11.3% of workers have less than one year's experience, 49.5% between 1 and 5 years' experience, 23.7% between 5 and 10 years, 10.3% between 10 and 15 years, 3.9% between 15 and 20 years, 1.3% more than 20 years.

Our survey shows that 61% of workers have less than 5 years of experience, and that 85% of them, the overwhelming majority, have less than 10 years of experience. Yet the French video game industry has been around since the 1980s, and is therefore more than 30 years old.

Statistics from the STJV 2022 survey: seniority in the current company. 27.9% of workers have been with the company for less than a year, 55.8% between 1 and 5 years, 11.1% between 5 and 10 years, 3.6% between 10 and 15 years, 0.8% between 15 and 20 years, 0.8% more than 20 years.

In addition, almost 84% of workers have been with their current company for less than 5 years, so it seems impossible to make a career in one company. And when you look at the pay data from our survey, it’s hard not to notice, apart from a few special cases, that pay progression is relatively normal up to 5 years’ experience in the industry, but stagnates after that.

Pressure, poor working conditions, low pay, discrimination, working hours making family life impossible, and many other systemic reasons push workers to change jobs or industries after a few years.

Workers are leaving the industry because they have no future in it.

And employers see no point in changing the situation: companies are deliberately trying to keep their production costs as low as possible by intentionally exploiting young people just out of school.

The reality of crunch

Employers almost always deny the existence of crunch, periods of intense work during which managers ask or encourage workers to work beyond what their health can cope with. Anne Devouassoux, president of the SNJV, the French industry’s main employers’ lobby, told Têtu magazine last May that “Crunch does not exist in today’s professional world.”.

Statistics from the STJV 2022 survey: crunch over the past year. 22.5% of employees report having experienced at least one period of crunch in the past year.

Our survey shows, however, that it is a widespread practice, with almost a quarter of workers declaring having experienced one in the last year. The annual approach we have chosen highlights the recurrence of crunch, but masks the fact that a production may last several years. We therefore believe that the proportion of games released using crunch is even higher.

We also see that older workers report experiencing crunch more often, which suggests that, thanks to their experience, they are better able to identify it. Consequently, this figure is surely highly underestimated.

In defence of her social class, the president of the SNJV went on to explain in the same article that “there exists overtime, on a voluntary basis. These are paid and regulated by law“.

Statistics from the STJV 2022 survey: compensation for crunch periods. 29.8% of employees have no compensation, 22.9% have only "recognition", 14.8% have time off, 11.5% a bonus and 21% paid overtime.

Facts prove her wrong once again, since more than half of workers are not paid for their crunch periods. Incidentally, the payment of bonuses to pay for overtime is illegal and constitutes concealed work if they are not recorded on pay slips.

By concentrating a large amount of work in a short space of time, crunch aims to compensate for the lack of investment in the management of video game production, and the problems caused by dictatorial corporate structures. It is a management method in its own right. The damage caused by crunch to workers’ health is the result of deliberate political choices.

The non-recognition of education and skills

Our survey confirmed a well-known fact in the industry: the gap between academic qualifications and employment status.

We can see that around 90% of video game workers have a level of education corresponding to at least Bac+3 (bachelor), and more than 60% of them even have a Bac+5 degree (master’s and above).

Statistics from the STJV 2022 survey: educational level of workers. 4.6% have a Bac level, 5.9% a Bac+2 level, 28.1% a Bac+3 or Bac+4 level, 61.4% a Bac+5 or higher.

Specialised short courses (Bac+2 or less) are extremely rare, and companies systematically ask for a high level of education when recruiting.

At the same time, more than 40% of video game workers have an ETAM (employee) status.

Statistics from the STJV 2022 survey: socio-professional category. 41.6% ETAM, 46% cadre, 11.9% self-employed, 0.3% intermittent, 0.2% teacher and researcher

However, this status is normally reserved for positions requiring levels of education ranging from BEP to BTS. In the Syntec collective agreement, which covers most of the French industry, it’s even clearer: all positions requiring a level of education higher than Bac+2 are deemed to fall under the cadre status. In this respect, we consider that all video game professions fall under the cadre status, since they require long-term training, autonomy and extensive theoretical knowledge.

Yet companies refuse to switch employees to this status, and for easily identified reasons:

  1. Minimum salaries are higher for cadres than for employees, and they increase more favourably for workers. Very often, minimum salaries for cadres under Syntec are higher than the minimum salaries offered by video game companies. This is particularly true in the design (game & level design, etc.) and art (animation, concept art, etc.) departments.
  2. Social contributions are lower for employees than for cadres. Coupled with lower salaries, this allows companies to save on their employer contributions, to the detriment of public services and national solidarity.

As well as denying us better pay and access to better public services and pensions, companies are also refusing to acknowledge our skills and work by forcing workers to work at the lowest possible ranks.

General conclusions

From these points, but also from the other data in the survey, we reach a distressing conclusion: from their studies onwards and throughout their careers, everything seems to be done to push workers to leave the video games industry. For the majority of them, it offers them no future, no horizons to look forward to.

Based on legal support, surveys, union and workers’ council mandates, one truth is becoming increasingly clear: company and group directors have no long-term strategy or thinking. The industry is organised to ensure that bosses line their pockets, with total contempt for workers, their careers, their jobs, the games they produce and their ability to express themselves.

An industry where workers have no future has no future either. Since our bosses don’t care, and since the majority of us still want to make video games, the only solution is for workers to take the future of the video game industry into their own hands.

Workers’ demands

In our survey, we asked workers their demands:

Demands

Unsurprisingly, these focus first and foremost on working time and conditions, in particular pay, remote work, and the 4-day week. But many are also calling for better career-long training, better project management, greater transparency, and for their opinions to be taken into account…

Workers are very good at identifying the problems caused by their companies and how to solve them, and it’s time to let them handle things instead of their managers.

Legal actions against the studio Umeshu Lovers

A few weeks ago, Toulouse-based studio Umeshu Lovers published its game Danghost. Over the past few months, we have been helping former employees of this studio, who have turned to the STJV for help in dealing with situations that our union considers unacceptable.

To date, three complaints have been lodged with the Procureur de la République (french public prosecutor) against the company and one of its directors, including charges of moral and sexual harassment.

Two cases relating to the execution and termination of employment contracts were also filed with the conseil des prud’hommes (french industrial tribunal), including the same grievances as the criminal complaints. The STJV will intervene voluntarily in these proceedings to defend the collective interests of the profession.

We hope that these legal actions will bring justice to the victims and put an end to the acts being prosecuted.

In all video game companies, the STJV defends and will defend all workers, whether unionised or not. We can carry out this kind of action thanks to our comrades’ dues and the volunteer work of our Legal Support and Assistance Committee.

Update 11/4/23 : A ce jour, aucune poursuite pénale n’a encore été engagée par le procureur de la république.

Civilians are being slaughtered under the eyes of the entire world

In response to the heinous murders perpetrated by Hamas on 7 October, the far-right Israeli government, with the support of most Western governments, including France, is carrying out a massacre.

The Israeli army is bombing the Gaza Strip indiscriminately, committing one war crime after another, and is preparing to invade it in a land and sea operation. More than 2 million Palestinians, the vast majority of them children, are besieged there.

As we write these lines, they have run out of drinking water and have barely any electricity, hospitals are running out of medical supplies and are being directly targeted by bombings, and food stocks are dwindling dangerously. Every single person held prisoner in the Gaza Strip is facing imminent death.

In France, the government is violating the law to repress all demonstrations and criminalise all forms of support for the Palestinian people. Everywhere, the mere fact of calling for peace is enough to be treated as a terrorist. Palestinian voices are repressed and treated as outcasts, and an entire people is considered to be terrorists. Suffering the consequences of Israeli policy, Jews all over the world are afraid of an upsurge in anti-Semitic acts. The current situation is extremely worrying in every respect.

We call for peace in Palestine, for an urgent ceasefire and for the total lifting of the siege of Gaza. We also call for an end to Israel’s colonisation of Palestine and recognition of its statehood, the only solutions that will bring a lasting end to the conflict and its deadly repercussions.


Video games are complicit

Right now, our industry seems insignificant compared to the urgent need for immediate political action. But we video game workers do not forget the role that our industry plays in spreading the fascist ideas that are being implemented here before our very eyes.

Culture in general plays an important political role, and is used as a weapon by death peddlers the world over. Video games are no stranger to this, and even play a part in spearheading global militarism. Collaborations with the far right, the police or the army, and war crimes revisionism are creative choices decided by our directors.

In a more or less subtle and more or less conscious way, all representations glorifying manly heroism, conquest, murder, imperialism, colonialism, sexism… in all genres and all production sizes, help to strengthen far-right political ideologies.

We must fight, over the long term, to ensure that our medium ceases to work towards the oppression of peoples. On the contrary, we must do everything we can to make video games a weapon for peace, against colonialism and against nationalism.

October 13th for equality, salaries, pensions and the environment: Call for strike action in the video game industry

Despite 6 months of campaign against the pensions reform, the government forced it through, putting the final nail in the coffin of democracy. The economic and environmental situation, already catastrophic at the time of the campaign, has only worsened since.

The population continues to get poorer: through pension and unemployment reforms, but also because of an inflation rate that has not been offset by wage rises. Last summer was the hottest on record and it doesn’t seem to be ending. It was marked by numerous natural disasters around the world. The world’s agricultural production is at risk.

Meanwhile, property owners and shareholders are getting richer and richer, while more and more proletarians have to forego medical care, food, etc.

As usual, and for partisan reasons, the government hasn’t proposed any concrete, long-term measures to alleviate these problems. But workers’ organisations have been proposing solutions for a long time:

  • Wages should be automatically adjusted for inflation
  • Gender equality in the workplace, in terms of pay and working conditions, must be enforced, and non-complying companies must be sanctioned
  • The fight against climate change and the necessary changes in production must be placed directly in the hands of workers
  • Government subsidies to companies must be reduced and subjected to strict social and environmental goals
  • The power of employee representatives must be strengthened, so that they can force negotiations and monitor all these points within companies

We are well aware that these changes will never be handed over without a fight.

The Syndicat des Travailleurs et Travailleuses du Jeu Vidéo is therefore calling for a strike in the video game industry on Friday 13 October 2023, joining the europe-wide unions call. We call on workers, unemployed people, pensioners and students from the video game industry to mobilise in companies, general assemblies and actions that will take place everywhere in France during this period.

This call covers the STJV’s field of action in the private sector, and therefore applies to any person employed by a video game publishing, distribution, services and/or creation company, whatever their position or status and whatever their company’s area of activity (games, consoles, mobile, serious games, VR/AR, game engines, marketing services, streaming, derivative products, esports, online content creation, etc.), as well as to all teachers working in private schools in video game-related courses. As this is a national strike call, no action is necessary to go on strike: just don’t come to work.


Why strike in the video game industry on October 13?

To protect our income

The video game industry is notorious for its low salaries compared to the level of education and the occupations performed. Some jobs are very poorly paid, despite the fact that most of them are located in metropolitan areas where living costs are high (see our latest survey). We are very much affected by inflation problems, just as last year’s wage disputes showed…

For a stable life, without having to worry about tomorrow

Recruitment under fixed-term contracts, periods of unemployment, poor health insurance, no career management… Video game industry careers are marked by precariousness, at the beginning for all occupations, and for their entire duration for some (see our latest survey). We are extremely affected by the pensions and unemployment benefits reforms, which will have a brutal impact on our lives.

To ensure that ecological issues are taken into account

Our industry is leading a frantic race to always improve the performance of electronic equipment, and therefore to replace it often. The environmental challenges we are already facing, and which are already causing a great deal of damage and death around the world, are forcing us to change. Video game companies will not get out of this race without pressure from workers.

To put an end to discriminations

Our industry is notorious as a place where discrimination, based on disability, origin, class, sexual orientation, gender… is rife. And companies do little or nothing about it, often preferring to deny the problems. We must constantly campaign to put an end to discrimination and allow everyone to work and live with dignity in the video games industry.

For better public services

Public services have been under attack from governments for decades, and many are close to breaking down. Access to essential services such as healthcare, welfare, job search, transport and housing is only deteriorating. If we don’t act, we will soon be deprived of services essential to our survival.

2022 Survey – Video game workers in figures

The video games industry suffers from a cruel lack of information and data about itself. The rare publications on the subject come almost exclusively from employers’ organisations. Their sources, the companies, are unreliable, and the data presented remains partial: they never study the negative aspects of the industry.

This is why the Syndicat des Travailleurs et Travailleuses du Jeu Vidéo (STJV) is proud to present its 2022 barometer on the video game industry! You can download it or view it directly below.

This first STJV public survey is the result of a poll conducted between March and May 2022, using a self-administered online form, directly with workers in the industry. Almost 1,000 workers responded to our questionnaire, giving us a sample of all the occupations and specific characteristics of workers in the industry (socio-demographic data, level and cost of education, salaries, well-being at work, etc.).

The data was then analysed and formatted in-house by our Barometers and Statistics Commission, made up of volunteer workers. This survey was therefore carried out entirely by and for workers in the industry.

It answers the following questions :

  • Who are the video game workers in France?
  • What are their qualifications and what education have they completed?
  • How did they enter the labour market?
  • What are their occupations? How long have they been doing it, and what status do they have?
  • What are their working conditions?
  • How much are they paid?
  • What impact does their work have on their quality of life?
  • What are the particularities encountered by freelancers?

It is important to note that much of the data in this survey has never been seen before in France and is not found in other existing surveys and barometers.

Enjoy your reading!

Note: The images and data contained in the document are released under a Creative Commons BY (CC BY) licence. They may be used freely, on condition that they are attributed to the STJV, citing its name.

Demands from workers at Spiders and support for the social movement at Kylotonn

We are relaying this statement from workers at Spiders

Spiders studio is in a situation similar to that of Kylotonn (Kt-Racing): reduced to the role of a subsidiary that dare not speak its name. In practice, it cannot choose the orientation of its productions without the approval of the group, which holds all intellectual property on them, and is subjugated by Nacon’s management, which defines financing terms that give it total power, usually in the form of monthly payments.

At Spiders too, management regularly uses this situation to cut short demands for transparency and negotiation by hiding behind « negotiations between the studio and Nacon » from which workers and their representatives are conveniently excluded.

For more than a year, basic demands to comply with the law, respect social dialogue, be transparent and negotiate collective agreements have remained ignored or blocked by management.

These legitimate demands do however seek to respond to vital issues such as the organisation of remote work, formalisation of production organisation and internal alert processes, transparency on assessment processes, recruitment problems, etc.

The workers at Spiders express their solidarity with those at Kylotonn, who were on strike on July 11 and are on strike again today, and support their social movement. Since we are all in the same boat, our fates are closely linked. We’ll be keeping a close eye on any new developments at our two studios and will take action if necessary.

Following their example, we are also making our demands public. Unsurprisingly, they are similar to the demands made by Kylotonn workers. Our demands to the managements of Spiders and Nacon are as follows:

  1. Begin, before 2024, the negotiations that have been requested for months by workers’ representatives:
    1. Agreement on remote work
    2. Pay scales
    3. Creation of an internal warning and reporting system
    4. Introduction of an anonymous performance evaluation system enabling managers to be evaluated by their teams
    5. Mandatory annual negotiations, never held despite legal requirements
    6. Standardised process for adapting working conditions
  2. Automatic notification and consultation of the workers’ council on matters covered by their responsibilities, as required by law
  3. Transparency on strategies and decisions for recruiting and retaining employees within the studio, to put an end to unequal treatment and recruitment problems that plague productions;
  4. Consultation of all workers during initial game pitches, pre-production and mid-way through production regarding the creative aspects of the games we make
  5. Full and complete transparency on negotiations between Nacon and its subsidiaries, on raises and structural decisions for the group and its studios, through the inclusion of a delegation of workers’ representatives from the group’s studios
  6. Bringing minimum salaries in all of Nacon’s entities into line with the highest ones in the group
Comptes
STJV.fr - Le Syndicat des Travailleurs et Travailleuses du Jeu Vidéo
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