Organizing project-based work in the games industry two contrasting cases

Authors
Publication date 2020
Host editors
  • T. Dundon
  • A. Wilkinson
Book title Case studies in work, employment and human resource management
ISBN
  • 9781788975575
  • 9781788975582
ISBN (electronic)
  • 9781788975599
Chapter 28
Pages (from-to) 172-177
Number of pages 6
Publisher Cheltenham: Edward Elgar Publishing
Organisations
  • Faculty of Law (FdR) - Amsterdam Institute for Advanced Labour Studies (AIAS)
Abstract
The Dutch games industry is young, dynamic and growing fast. There are many start-ups, but at the same time the business failure rate among these companies is high. In comparison to other countries, an important share of the Dutch market is made up of companies that focus on so-called serious games (also referred to as applied games), or combine entertainment games and serious games in their business model. The games industry is a hot industry with an oversupply of labour, which is related to the numerous educational institutes that offer games-related programmes in the Netherlands. The work is generally project-based, regardless of whether it is work-for-hire or developing own games.
Document type Chapter
Language English
Published at https://doi.org/10.4337/9781788975599.00037
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